SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
View-dependent refinement of progressive meshes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Simplifying surfaces with color and texture using quadric error metrics
Proceedings of the conference on Visualization '98
Out-of-core compression for gigantic polygon meshes
ACM SIGGRAPH 2003 Papers
Quick-VDR: Interactive View-Dependent Rendering of Massive Models
VIS '04 Proceedings of the conference on Visualization '04
View-dependent refinement of multiresolution meshes using programmable graphics hardware
The Visual Computer: International Journal of Computer Graphics
Real-time mesh simplification using the GPU
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Parallel view-dependent refinement of progressive meshes
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Integrating occlusion culling with parallel LOD for rendering complex 3D environments on GPU
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Rendering massive 3D models in real-time has long been recognized as a very challenging problem because of the limited computational power and memory space available in a workstation. Most existing rendering techniques, especially level of detail (LOD) processing, have suffered from their sequential execution natures. We present a GPU-based approach which enables interactive rendering of large 3D models with hundreds of millions of triangles. Our work contributes to the massive rendering research in two ways. First, we present a simple and efficient mesh simplification algorithm towards GPU architecture. Second, we propose a novel GPU out-of-core approach that adopts a frame-to-frame coherence scheme in order to minimize the high communication cost between CPU and GPU. Our results show that the parallel algorithm of mesh simplification and the GPU out-of-core approach significantly improve the overall rendering performance. © 2012 Wiley Periodicals, Inc.