Numerical recipes in C (2nd ed.): the art of scientific computing
Numerical recipes in C (2nd ed.): the art of scientific computing
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
IRIS performer: a high performance multiprocessing toolkit for real-time 3D graphics
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Dynamic view-dependent simplification for polygonal models
Proceedings of the 7th conference on Visualization '96
Virtual voyage: interactive navigation in the human colon
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
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Interior point algorithms: theory and analysis
Interior point algorithms: theory and analysis
Smooth view-dependent level-of-detail control and its application to terrain rendering
Proceedings of the conference on Visualization '98
Adaptive Real-Time Level-of-Detail-Based Rendering for Polygonal Models
IEEE Transactions on Visualization and Computer Graphics
A Framework for Streaming Geometry in VRML
IEEE Computer Graphics and Applications
Time critical isosurface refinement and smoothing
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
Time-critical multiresolution volume rendering using 3D texture mapping hardware
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
Time-critical rendering of discrete and continuous levels of detail
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
A Fast QoS Adaptation Algorithm for MPEG-4 Multimedia Applications
IDMS/PROMS 2002 Proceedings of the Joint International Workshops on Interactive Distributed Multimedia Systems and Protocols for Multimedia Systems: Protocols and Systems for Interactive Distributed Multimedia
3D graphics rendering time modeling and control for mobile terminals
Proceedings of the ninth international conference on 3D Web technology
Pareto based optimization of multi-resolution geometry for real time rendering
Web3D '05 Proceedings of the tenth international conference on 3D Web technology
Selective component-based rendering
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Time-Critical Rendering of Huge Ecosystems Using Discrete and Continuous Levels of Detail
Presence: Teleoperators and Virtual Environments
Adaptive CPU Scheduling to Conserve Energy in Real-Time Mobile Graphics Applications
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing
Remote scientific visualization of progressive 3D meshes with X3D
Proceedings of the 15th International Conference on Web 3D Technology
A time-controlling terrain rendering algorithm
VSMM'06 Proceedings of the 12th international conference on Interactive Technologies and Sociotechnical Systems
Multi-resolution LOD volume rendering in medicine
ICCS'05 Proceedings of the 5th international conference on Computational Science - Volume Part I
On Balancing Energy Consumption, Rendering Speed, and Image Quality on Mobile Devices
International Journal of Handheld Computing Research
Hi-index | 0.00 |
We describe a framework for time-critical rendering of graphics scenes composed of a large number of objects having complex geometric descriptions. Our technique relies upon a scene description in which objects are represented as multiresolution meshes. We perform a constrained optimization at each frame to choose the resolution of each potentially visible object that generates the best quality image while meeting timing constraints. The technique provides smooth level-of-detail control and aims at guaranteeing a uniform, bounded frame rate even for widely changing viewing conditions. The optimization algorithm is independent from the particular data structure used to represent multiresolution meshes. The only requirements are the ability to represent a mesh with an arbitrary number of triangles and to traverse a mesh structure at an arbitrary resolution in a short predictable time. A data structure satisfying these criteria is described and experimental results are discussed.