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
View-dependent refinement of progressive meshes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
View-dependent simplification of arbitrary polygonal environments
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
Smooth view-dependent level-of-detail control and its application to terrain rendering
Proceedings of the conference on Visualization '98
HLODs for faster display of large static and dynamic environments
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Adaptive Real-Time Level-of-Detail-Based Rendering for Polygonal Models
IEEE Transactions on Visualization and Computer Graphics
Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core Visualization
IEEE Transactions on Visualization and Computer Graphics
Parallel Model Simplification of Very Large Polygonal Meshes
PDPTA '02 Proceedings of the International Conference on Parallel and Distributed Processing Techniques and Applications - Volume 3
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
Interactive rendering of massive terrains on PC clusters
EUROVIS'05 Proceedings of the Seventh Joint Eurographics / IEEE VGTC conference on Visualization
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In this paper, we present a method to interactively render 3D large datasets on a PC Cluster. Classical methods use simplification to fill up the gap between such models and graphics card capabilities. Unfortunatelly, simplification algorithms are time and memory consuming and they allow real-time interaction only for a restricted size of models. This work focuses on parallelizing Rottger's simplification algorithm for height fields but the main ideas can be generalized to other scientific areas. The method benefits from the scalable computating power of clusters. As our results show it, this permits us to achieve a data scaling while maintaining an acceptable frame rate with real-time interaction. Moreover, the scheme can take avantage of tiled-display environments.