Random number generation and quasi-Monte Carlo methods
Random number generation and quasi-Monte Carlo methods
Hierarchical Z-buffer visibility
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
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Rendering complex scenes with memory-coherent ray tracing
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
MMR: an interactive massive model rendering system using geometric and image-based acceleration
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
ACM Transactions on Graphics (TOG)
Surfels: surface elements as rendering primitives
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
The randomized z-buffer algorithm: interactive rendering of highly complex scenes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Hardware-accelerated point-based rendering of complex scenes
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
Interactive Distributed Ray Tracing of Highly Complex Models
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Visibility Preprocessing with Occluder Fusion for Urban Walkthroughs
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Understanding the Linux Kernel, Second Edition
Understanding the Linux Kernel, Second Edition
Interactive shadow generation in complex environments
ACM SIGGRAPH 2003 Papers
Combining edges and points for interactive high-quality rendering
ACM SIGGRAPH 2003 Papers
Visibility-Based Prefetching for Interactive Out-Of-Core Rendering
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Distributed Interactive Ray Tracing for Large Volume Visualization
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Interactive rendering using the render cache
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Memory-savvy distributed interactive ray tracing
EG PGV'04 Proceedings of the 5th Eurographics conference on Parallel Graphics and Visualization
Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models
IEEE Transactions on Visualization and Computer Graphics
Faster Isosurface Ray Tracing Using Implicit KD-Trees
IEEE Transactions on Visualization and Computer Graphics
Memory sharing for interactive ray tracing on clusters
Parallel Computing - Parallel graphics and visualization
Size equivalent cluster trees (SEC-Trees) realtime rendering of large industrial scenes
AFRIGRAPH '06 Proceedings of the 4th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
ACM SIGGRAPH 2006 Papers
Realtime ray tracing for current and future games
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Visibility-guided rendering to accelerate 3D graphics hardware performance
ACM SIGGRAPH 2007 courses
High quality rendering using ray tracing and photon mapping
ACM SIGGRAPH 2007 courses
Massive-Model Rendering Techniques: A Tutorial
IEEE Computer Graphics and Applications
Advanced global illumination using photon mapping
ACM SIGGRAPH 2008 classes
Massive model visualization techniques: course notes
ACM SIGGRAPH 2008 classes
Memory efficient ray tracing with hierarchical mesh quantization
Proceedings of Graphics Interface 2010
Interactive Ray Tracing of Large Models Using Voxel Hierarchies
Computer Graphics Forum
Realistic and interactive visualization of high-density plant ecosystems
NPH'05 Proceedings of the First Eurographics conference on Natural Phenomena
ReduceM: interactive and memory efficient ray tracing of large models
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Out of core photon-mapping for large buildings
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Instant ray tracing: the bounding interval hierarchy
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Rapid visualization of large point-based surfaces
VAST'05 Proceedings of the 6th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
An application of scalable massive model interaction using shared-memory systems
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
Interactive iso-surface ray tracing of massive volumetric data sets
EG PGV'07 Proceedings of the 7th Eurographics conference on Parallel Graphics and Visualization
Temporal Coherence Methods in Real-Time Rendering
Computer Graphics Forum
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With the tremendous advances in both hardware capabilities and rendering algorithms, rendering performance is steadily increasing. Even consumer graphics hardware can render many million triangles per second. However, scene complexity seems to be rising even faster than rendering performance, with no end to even more complex models in sight. In this paper, we are targeting the interactive visualization of the "Boeing 777" model, a highly complex model of 350 million individual triangles, which - due to its sheer size and complex internal structure – simply cannot be handled satisfactorily by today's techniques. To render this model, we use a combination of real-time ray tracing, a low-level out of core caching and demand loading strategy, and a hierarchical, hybrid volumetric/lightfield-like approximation scheme for representing not-yet-loaded geometry. With this approach, we are able to render the full 777 model at several frames per second even on a single commodity desktop PC.