SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Temporal continuity of levels of detail in Delaunay triangulated terrain
Proceedings of the 7th conference on Visualization '96
View-dependent refinement of progressive meshes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
InfiniteReality: a real-time graphics system
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Large scale terrain visualization using the restricted quadtree triangulation
Proceedings of the conference on Visualization '98
Smooth view-dependent level-of-detail control and its application to terrain rendering
Proceedings of the conference on Visualization '98
Texturing techniques for terrain visualization
Proceedings of the conference on Visualization '00
Scattered Data Interpolation with Multilevel B-Splines
IEEE Transactions on Visualization and Computer Graphics
Terrain Decimation through Quadtree Morphing
IEEE Transactions on Visualization and Computer Graphics
Net Juggler: Running VR Juggler with Multiple Displays on a Commodity Component Cluster
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
External Memory Management and Simplification of Huge Meshes
IEEE Transactions on Visualization and Computer Graphics
Quick-VDR: Interactive View-Dependent Rendering of Massive Models
VIS '04 Proceedings of the conference on Visualization '04
Adaptive 4-8 Texture Hierarchies
VIS '04 Proceedings of the conference on Visualization '04
Planet-Sized Batched Dynamic Adaptive Meshes (P-BDAM)
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
A scalable cluster-based parallel simplification framework for height fields
EG PGV'04 Proceedings of the 5th Eurographics conference on Parallel Graphics and Visualization
Parallel LOD for static and dynamic generic geo-referenced data
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
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We describe a parallel framework for interactive smooth rendering of massive terrains. We define a parallelization scheme for level of detail algorithms in cluster-based environments. The scheme relies on modern PC clusters capabilities to address the scalability issue of level of detail algorithms. To achieve this, we propose an eficient tile-based data partitioning method that allows both reducing load imbalance and solving the well-known border problem. At runtime level of detail computations are performed in parallel on cluster nodes. A hierarchical view frustum culling combined to a compression mechanism harnessing the frame-to-frame coherence are used to drastically reduce the inter-tasks communication overhead. We take into account level of detail algorithms visual quality issue by providing geomorphing and texturing supports. We are able to interactively and smoothly render terrains composed of hundreds of millions to billions of polygons on a cluster of 8 PCs.