Interactive out-of-core isosurface extraction
Proceedings of the conference on Visualization '98
Simplification of tetrahedral meshes
Proceedings of the conference on Visualization '98
Progressive tetrahedralizations
Proceedings of the conference on Visualization '98
PVG '01 Proceedings of the IEEE 2001 symposium on parallel and large-data visualization and graphics
TetFusion: an algorithm for rapid tetrahedral mesh simplification
Proceedings of the conference on Visualization '02
Simplification of Tetrahedral Meshes with Error Bounds
IEEE Transactions on Visualization and Computer Graphics
Out-Of-Core Rendering of Large, Unstructured Grids
IEEE Computer Graphics and Applications
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
External Memory Management and Simplification of Huge Meshes
IEEE Transactions on Visualization and Computer Graphics
Selective Refinement Queries for Volume Visualization of Unstructured Tetrahedral 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
Hardware-Assisted Visibility Sorting for Unstructured Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Quadric-based simplification in any dimension
ACM Transactions on Graphics (TOG)
Multi-resolution out-of-core modeling of terrain and teological data
Proceedings of the 13th annual ACM international workshop on Geographic information systems
Streaming compression of tetrahedral volume meshes
GI '06 Proceedings of Graphics Interface 2006
Segment-based tetrahedral meshing and rendering
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Streaming Simplification of Tetrahedral Meshes
IEEE Transactions on Visualization and Computer Graphics
Progressive Volume Rendering of Large Unstructured Grids
IEEE Transactions on Visualization and Computer Graphics
Mesh Layouts for Block-Based Caches
IEEE Transactions on Visualization and Computer Graphics
Progressive buffers: view-dependent geometry and texture LOD rendering
SGP '05 Proceedings of the third Eurographics symposium on Geometry processing
Scalable Hybrid Unstructured and Structured Grid Raycasting
IEEE Transactions on Visualization and Computer Graphics
iRun: interactive rendering of large unstructured grids
EG PGV'07 Proceedings of the 7th Eurographics conference on Parallel Graphics and Visualization
Dynamic view-dependent visualization of unstructured tetrahedral volumetric meshes
Journal of Visualization
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We propose a novel out-of-core simplification and level-of-detail (LOD) volume rendering algorithm for large irregular grids represented as tetrahedral meshes. One important feature of our algorithm is that it creates a space decomposition as required by I/O-efficient simplification and volume rendering, and simplifies both the internal and boundary portions of the sub-volumes progressively by edge collapses using the (extended) quadric error metric, while ensuring any selected LOD mesh to be crack-free (i.e., any neighboring sub-volumes in the LOD have consistent boundaries, and all the cells in the LOD do not have negative volumes), with all computations performed I/O-efficiently. This has been an elusive goal for out-of-core progressive meshes and LOD visualization, and our novel solution achieves this goal with a theoretical guarantee to be crack-free for tetrahedral meshes. As for selecting a desirable LOD mesh for volume rendering, our technique supports selective refinement LODs (where different places can have different error bounds), in addition to the basic uniform LODs (where the error bound is the same in all places). The proposed scalar-value range and view-dependent selection queries for selective refinement are especially effective in producing images of the highest quality with a much faster rendering speed. The experiments demonstrate the efficacy of our new technique.