A volumetric method for building complex models from range images
SIGGRAPH '96 Proceedings of the 23rd 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
Appearance-preserving simplification
Proceedings of the 25th 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
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Efficient image-based methods for rendering soft shadows
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
HLODs for faster display of large static and dynamic environments
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Efficient high quality rendering of point sampled geometry
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Signal-specialized parametrization
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
GigaWalk: interactive walkthrough of complex environments
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Hybrid simplification: combining multi-resolution polygon and point rendering
Proceedings of the conference on Visualization '01
POP: a hybrid point and polygon rendering system for large data
Proceedings of the conference on Visualization '01
A memory insensitive technique for large model simplification
Proceedings of the conference on Visualization '01
Efficient adaptive simplification of massive meshes
Proceedings of the conference on Visualization '01
Out-of-core rendering of massive geometric environments
Proceedings of the conference on Visualization '02
PMR: point to mesh rendering, a feature-based approach
Proceedings of the conference on Visualization '02
Fast view-dependent level-of-detail rendering using cached geometry
Proceedings of the conference on Visualization '02
Edgebreaker: Connectivity Compression for Triangle Meshes
IEEE Transactions on Visualization and Computer Graphics
Out-of-core construction and visualization of multiresolution surfaces
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Perceptually guided simplification of lit, textured meshes
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Walking Through a Very Large Virtual Environment in Real-time
Proceedings of the 27th International Conference on Very Large Data Bases
Distributed rendering of interactive soft shadows
Parallel Computing - Parallel graphics and visualisation
Illumination Dependent Refinement of Multiresolution Meshes
CGI '98 Proceedings of the Computer Graphics International 1998
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
An optimized soft shadow volume algorithm with real-time performance
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Interactive shadow generation in complex environments
ACM SIGGRAPH 2003 Papers
Penumbra maps: approximate soft shadows in real-time
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
External Memory Management and Simplification of Huge Meshes
IEEE Transactions on Visualization and Computer Graphics
Large Mesh Simplification using Processing Sequences
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Optimized HLOD refinement driven by hardware occlusion queries
ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part I
An accelerating rendering method of hybrid point and polygon for complex three-dimensional models
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Rapid visualization of large point-based surfaces
VAST'05 Proceedings of the 6th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Parallel view-dependent refinement of compact progressive meshes
EG PGV'10 Proceedings of the 10th Eurographics conference on Parallel Graphics and Visualization
Dependency-Free Parallel Progressive Meshes
Computer Graphics Forum
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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.