SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
View interpolation for image synthesis
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Height distributional distance transform methods for height field ray tracing
ACM Transactions on Graphics (TOG)
Photorealistic Terrain Imaging Flight Simulation
IEEE Computer Graphics and Applications
Computer
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
A voxel-based, forward projection algorithm for rendering surface and volumetric data
VIS '92 Proceedings of the 3rd conference on Visualization '92
Visualization of large terrains in resource-limited computing environments
VIS '97 Proceedings of the 8th conference on Visualization '97
Coloring voxel-based objects for virtual endoscopy
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Interactive display of very large textures
Proceedings of the conference on Visualization '98
LOD-sprite technique for accelerated terrain rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Image based rendering with stable frame rates
Proceedings of the conference on Visualization '00
Horizon occlusion culling for real-time rendering of hierarchical terrains
Proceedings of the conference on Visualization '02
Terrain Decimation through Quadtree Morphing
IEEE Transactions on Visualization and Computer Graphics
The Floating Column Algorithm for Shaded, Parallel Display of Function Surfaces without Patches
IEEE Transactions on Visualization and Computer Graphics
Perceptually-driven decision theory for interactive realistic rendering
ACM Transactions on Graphics (TOG)
Computer Generated Still Images Composited with Panned Landscape Video Sequences
MMM '98 Proceedings of the 1998 Conference on MultiMedia Modeling
Interactive Stereoscopic Rendering of Voxel-Based Terrain
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
Tricubic Interpolation of Discrete Surfaces for Binary Volumes
IEEE Transactions on Visualization and Computer Graphics
Interactive Stereoscopic Rendering of Volumetric Environments
IEEE Transactions on Visualization and Computer Graphics
Accelerating the ray tracing of height fields
Proceedings of the 2nd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Adaptive streaming and rendering of large terrains using strip masks
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
A lightweight 3D visualization and navigation system on handheld devices
Proceedings of the 2009 ACM symposium on Applied Computing
GPU-based ray casting of stacked out-of-core height fields
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part I
A perceptually-based texture caching algorithm for hardware-based rendering
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
Efficient displacement mapping by image warping
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Accelerating voxel-based terrain rendering with keyframe-free image-based rendering
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
International Journal of Handheld Computing Research
Computer-generated still images composited with panned/zoomed landscape video sequences
The Visual Computer: International Journal of Computer Graphics
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In this paper we present a comprehensive flythrough system which generates photo-realistic images in true real-time. The high performance is due to an innovative rendering algorithm based on a discrete ray casting approach, accelerated by ray coherence and multiresolution traversal. The terrain as well as the 3D objects are represented by a textured mapped voxel-based model. The system is based on a pure software algorithm and is thus portable. It was first implemented on a workstation and then ported to a general-purpose parallel architecture to achieve real-time performance.