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
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Rendering of large and complex urban environments for real time heritage reconstructions
Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage
A versatile 3D model representation for cultural reconstruction
Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage
Scene assembly for large scale urban reconstructions
Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage
Adaptive crowd behaviour to aid real-time rendering of a cultural heritage environment
VAST'04 Proceedings of the 5th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Interactive Domitilla catacomb exploration
VAST'09 Proceedings of the 10th International conference on Virtual Reality, Archaeology and Cultural Heritage
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The creation of complete reconstructions of populated urban environments are technically difficult tasks primarily due to economic constraints in the modeling phase: complex models need to keep rendering aspects in mind in order to warrant interactive rendering speeds which makes this kind of work a labor-intensive task for highly skilled personel. Specialized modelling tools, which exploit knowledge of the types of object being modelled by working in the application domain, can be used to create appealing virtual reconstructions quickly. At the same time, the structural information from the modeller gives essential hints to the interactive renderer to determine efficient interactive display strategies through the use of level-of-detail and culling techniques. Even more important, only a shift in the modeling paradigm from 'just in case' to 'just in time' can solve the problem applications are faced in real-time rendering. In this paper we discuss the way in which polygonal and multi-resolution surface techniques can complement one another in the effective rendering of complex reconstructed environments. We also draw more general conclusions which apply to other software systems that share the same objectives.