Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Visibility computations in densely occluded polyhedral environments
Visibility computations in densely occluded polyhedral environments
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Real-time occlusion culling for models with large occluders
Proceedings of the 1997 symposium on Interactive 3D graphics
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th 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
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Accelerated occlusion culling using shadow frusta
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
A topology modifying progressive decimation algorithm
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
GAPS: general and automatic polygonal simplification
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
MMR: an interactive massive model rendering system using geometric and image-based acceleration
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Conservative volumetric visibility with occluder fusion
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Conservative visibility preprocessing using extended projections
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Hybrid sort-first and sort-last parallel rendering with a cluster of PCs
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
HLODs for faster display of large static and dynamic environments
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
WireGL: a scalable graphics system for clusters
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Integrating occlusion culling with view-dependent rendering
Proceedings of the conference on Visualization '01
Out-of-core rendering of massive geometric environments
Proceedings of the conference on Visualization '02
Adaptive Real-Time Level-of-Detail-Based Rendering for Polygonal Models
IEEE Transactions on Visualization and Computer Graphics
The Prioritized-Layered Projection Algorithm for Visible Set Estimation
IEEE Transactions on Visualization and Computer Graphics
Efficient Conservative Visibility Culling Using the Prioritized-Layered Projection Algorithm
IEEE Transactions on Visualization and Computer Graphics
A Developer's Survey of Polygonal Simplification Algorithms
IEEE Computer Graphics and Applications
Interactive Distributed Ray Tracing of Highly Complex Models
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Visibility Preprocessing with Occluder Fusion for Urban Walkthroughs
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Image Segmentation Using Local Variation
CVPR '98 Proceedings of the IEEE Computer Society Conference on Computer Vision and Pattern Recognition
Immediate-Mode Ray-Casting
Out-of-core rendering of massive geometric environments
Proceedings of the conference on Visualization '02
Non-invasive interactive visualization of dynamic architectural environments
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Interactive visibility culling in complex environments using occlusion-switches
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Interactive shadow generation in complex environments
ACM SIGGRAPH 2003 Papers
Simplifying complex environments using incremental textured depth meshes
ACM SIGGRAPH 2003 Papers
dPVS: An Occlusion Culling System for Massive Dynamic Environments
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models
IEEE Transactions on Visualization and Computer Graphics
Interactive View-Dependent Rendering with Conservative Occlusion Culling in Complex Environments
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Size equivalent cluster trees (SEC-Trees) realtime rendering of large industrial scenes
AFRIGRAPH '06 Proceedings of the 4th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Parallel occlusion culling on GPUs cluster
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Towards the use of cad models in VR applications
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
An interactive out-of-core rendering framework for visualizing massively complex models
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Optimized subdivisions for preprocessed visibility
GI '07 Proceedings of Graphics Interface 2007
Massive model visualization techniques: course notes
ACM SIGGRAPH 2008 classes
Design review oriented model simplification for collaborative process plant CAD
VRCAI '08 Proceedings of The 7th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Parallel culling and sorting based on adaptive static balancing
Computers in Entertainment (CIE) - SPECIAL ISSUE: Games
Predictive occlusion culling for interactive rendering of large complex virtual scene
VSMM'06 Proceedings of the 12th international conference on Interactive Technologies and Sociotechnical Systems
Real-time appearance preserving out-of-core rendering with shadows
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
An interactive out-of-core rendering framework for visualizing massively complex models
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Interactive high quality trimmed NURBS visualization using appearance preserving tessellation
VISSYM'04 Proceedings of the Sixth Joint Eurographics - IEEE TCVG conference on Visualization
An application of scalable massive model interaction using shared-memory systems
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
Distributed massive model rendering
Proceedings of the Eighth Indian Conference on Computer Vision, Graphics and Image Processing
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We present a new parallel algorithm and a system, GigaWalk, for interactive walkthrough of complex, gigabyte-sized environments. Our approach combines occlusion culling and levels-of-detail and uses two graphics pipelines with one or more processors. GigaWalk uses a unified scene graph representation for multiple acceleration techniques, and performs spatial clustering of geometry, conservative occlusion culling, and load-balancing between graphics pipelines and processors. GigaWalk has been used to render CAD environments composed of tens of millions of polygons at interactive rates on systems consisting of two graphics pipelines. Overall, our system's combination of levels-of-detail and occlusion culling techniques results in significant improvements in frame-rate over view-frustum culling or either single technique alone.