QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Streaming QSplat: a viewer for networked visualization of large, dense models
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
On the efficiency of ray-shooting acceleration schemes
SCCG '02 Proceedings of the 18th spring conference on Computer graphics
Bilateral Filtering for Gray and Color Images
ICCV '98 Proceedings of the Sixth International Conference on Computer Vision
Quick-VDR: Interactive View-Dependent Rendering of Massive Models
VIS '04 Proceedings of the conference on Visualization '04
ACM SIGGRAPH 2005 Papers
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
R-LODs: fast LOD-based ray tracing of massive models
The Visual Computer: International Journal of Computer Graphics
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Efficient sparse voxel octrees
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
PantaRay: fast ray-traced occlusion caching of massive scenes
ACM SIGGRAPH 2010 papers
An anti-aliasing technique for voxel-based massive model visualization strategies
ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part I
Memory efficient ray tracing with hierarchical mesh quantization
Proceedings of Graphics Interface 2010
Parallel SAH k-D tree construction
Proceedings of the Conference on High Performance Graphics
A universal algorithm for sequential data compression
IEEE Transactions on Information Theory
An interactive out-of-core rendering framework for visualizing massively complex models
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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We propose an efficient approach for interactive visualization of massive models with CPU ray tracing. A voxel-based hierarchical level-of-detail (LOD) framework is employed to minimize rendering time and required system memory. In a pre-processing phase, a compressed out-of-core data structure is constructed, which contains the original primitives of the model and the LOD voxels, organized into a kd-tree. During rendering, data is loaded asynchronously to ensure a smooth inspection of the model regardless of the available I/O bandwidth. With our technique, we are able to explore data sets consisting of hundreds of millions of triangles in real-time on a desktop PC with a quad-core CPU. © 2012 Wiley Periodicals, Inc.