Visibility preprocessing for interactive walkthroughs
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Hierarchical Z-buffer visibility
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I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
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I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Randomized algorithms
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SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
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GI '96 Proceedings of the conference on Graphics interface '96
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VIS '97 Proceedings of the 8th conference on Visualization '97
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Proceedings of the 27th annual conference on Computer graphics and interactive techniques
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Communications of the ACM
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I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
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Proceedings of the 12th Eurographics Workshop on Rendering Techniques
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A subdivision algorithm for computer display of curved surfaces.
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
Time-critical collision detection using an average-case approach
Proceedings of the ACM symposium on Virtual reality software and technology
Virtual and augmented reality support for discrete manufacturing system simulation
Computers in Industry - Special issue: The digital factory: an instrument of the present and the future
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AFRIGRAPH '06 Proceedings of the 4th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Stochastic simplification of aggregate detail
ACM SIGGRAPH 2007 papers
Virtual and augmented reality support for discrete manufacturing system simulation
Computers in Industry - Special issue: The digital factory: an instrument of the present and the future
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We present a new data structure for rendering highly complex virtual environments of arbitrary topology. The special feature of our approach is that it allows an interactive navigation in very large scenes (30 GB/400 million polygons in our benchmark scenes) that cannot be stored in main memory, but only on a local or remote hard disk. Furthermore, it allows interactive rendering of substantially more complex scenes by instantiating objects.For the computation of an approximate image of the scene, a sampling technique is used. In the preprocessing, a so-called sample tree is built whose nodes contain randomly selected polygons from the scene. This tree only uses space that is linear in the number of polygons. In order to produce an image of the scene, the tree is traversed and polygons stored in the visited nodes are rendered. During the interactive walkthrough, parts of the sample tree are loaded from local or remote hard disk.We implemented our algorithm in a prototypical walkthrough system. Analysis and experiments show that the quality of our images is comparable to images computed by the conventional z-buffer algorithm regardless of the scene topology.