Real-time appearance preserving out-of-core rendering with shadows

  • Authors:
  • Michael Guthe;Pavel Borodin;Ákos Balázs;Reinhard Klein

  • Affiliations:
  • Institute of Computer Science II, Computer Graphics Group, University of Bonn, Germany;Institute of Computer Science II, Computer Graphics Group, University of Bonn, Germany;Institute of Computer Science II, Computer Graphics Group, University of Bonn, Germany;Institute of Computer Science II, Computer Graphics Group, University of Bonn, Germany

  • Venue:
  • EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
  • Year:
  • 2004

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Abstract

Despite recent advances in finding efficient LOD-representations for gigantic 3D objects, rendering of complex, gigabyte-sized models and environments is still a challenging task, especially under real-time constraints and high demands on the visual accuracy. The two general approaches are using either a polygon- or a point-based representation for the simplified geometry. With the polygon-based approaches high frame rates can be achieved by sacrificing the exact appearance and thus the image quality. Point-based approaches on the other hand preserve higher image quality at the cost of higher primitive counts and therefore lower frame rates. In this paper we present a new hybrid point-polygon LOD algorithm for real-time rendering of complex models and environments including shadows. While rendering different LODs, we preserve the appearance of an object by using a novel error measure for simplification which allows us to steer the LOD generation in such a way that the geometric as well as the appearance deviation is bounded in image space. Additionally, to enhance the perception of the models shadows should be used. We present a novel LOD selection and prefetching method for real-time rendering of hard shadows. In contrast to the only currently available method for out-of-core shadow generation, our approach entirely runs on a single CPU system.