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
Efficient implementation of multi-triangulations
Proceedings of the conference on Visualization '98
Skip strips: maintaining triangle strips for view-dependent rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Multi-resolution dynamic meshes with arbitrary deformations
Proceedings of the conference on Visualization '00
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
Truly selective refinement of progressive meshes
GRIN'01 No description on Graphics interface 2001
Illumination Dependent Refinement of Multiresolution Meshes
CGI '98 Proceedings of the Computer Graphics International 1998
Fast Multiresolution Surface Meshing
VIS '95 Proceedings of the 6th conference on Visualization '95
Out-of-core construction and visualization of multiresolution surfaces
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Fast event-driven refinement of dynamic levels of detail
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
Quick-VDR: Interactive View-Dependent Rendering of Massive Models
VIS '04 Proceedings of the conference on Visualization '04
IEEE Transactions on Visualization and Computer Graphics
Fast collision detection between massive models using dynamic simplification
Proceedings of the 2004 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models
IEEE Transactions on Visualization and Computer Graphics
GoLD: interactive display of huge colored and textured models
ACM SIGGRAPH 2005 Papers
Interactive View-Dependent Rendering with Conservative Occlusion Culling in Complex Environments
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Appearance-Preserving View-Dependent Visualization
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Efficient view-dependent out-of-core rendering of large-scale and complex scenes
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Wavelets for adaptively refined 3√2-subdivision meshes
International Journal of Computers and Applications
Hi-index | 0.00 |
In this paper we are presenting a novel approach for rendering large datasets in a view-dependent manner. In a typical view-dependent rendering framework, an appropriate level of detail is selected and sent to the graphics hardware for rendering at each frame. In our approach, we have successfully managed to speed up the selection of the level of detail as well as the rendering of the selected levels. We have accelerated the selection of the appropriate level of detail by not scanning active nodes that do not contribute to the incremental update of the selected level of detail. Our idea is based on imposing a spatial subdivision over the view-dependence trees data-structure, which allows spatial tree cells to refine and merge in real-time rendering to comply with the changes in the active nodes list. The rendering of the selected level of detail is accelerated by using vertex arrays. To overcome the dynamic changes in the selected levels of detail we use multiple small vertex arrays whose sizes depend on the memory on the graphics hardware. These multiple vertex arrays are attached to the active cells of the spatial tree and represent the active nodes of these cells. These vertex arrays, which are sent to the graphics hardware at each frame, merge and split with respect to the changes in the cells of the spatial tree.