The quadcode and its arithmetic
Communications of the ACM
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
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
Dynamic view-dependent simplification for polygonal models
Proceedings of the 7th conference on Visualization '96
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
ROAMing terrain: real-time optimally adapting meshes
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
MMR: an interactive massive model rendering system using geometric and image-based acceleration
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
The digital Michelangelo project: 3D scanning of large statues
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Out-of-core simplification of large polygonal models
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
HLODs for faster display of large static and dynamic environments
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Hybrid simplification: combining multi-resolution polygon and point rendering
Proceedings of the conference on Visualization '01
A memory insensitive technique for large model simplification
Proceedings of the conference on Visualization '01
Efficient adaptive simplification of massive meshes
Proceedings of the conference on Visualization '01
Visualization of large terrains made easy
Proceedings of the conference on Visualization '01
Out-of-core rendering of massive geometric environments
Proceedings of the conference on Visualization '02
Optimized view-dependent rendering for large polygonal datasets
Proceedings of the conference on Visualization '02
A multiphase approach to efficient surface simplification
Proceedings of the conference on Visualization '02
XFastMesh: fast view-dependent meshing from external memory
Proceedings of the conference on Visualization '02
Perceptually-Driven Simplification for Interactive Rendering
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Quadric-based polygonal surface simplification
Quadric-based polygonal surface simplification
External Memory Management and Simplification of Huge Meshes
IEEE Transactions on Visualization and Computer Graphics
Quick-VDR: Interactive View-Dependent Rendering of Massive Models
VIS '04 Proceedings of the conference on Visualization '04
A Multiresolution Representation for Massive Meshes
IEEE Transactions on Visualization and Computer Graphics
Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models
IEEE Transactions on Visualization and Computer Graphics
Planet-Sized Batched Dynamic Adaptive Meshes (P-BDAM)
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
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)
Multi-resolution out-of-core modeling of terrain and teological data
Proceedings of the 13th annual ACM international workshop on Geographic information systems
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
A Multiresolution Terrain Model for Efficient Visualization Query Processing
IEEE Transactions on Knowledge and Data Engineering
Progressive buffers: view-dependent geometry and texture LOD rendering
ACM SIGGRAPH 2006 Courses
Visualization of large ISO-Surfaces based on nested clip-boxes
SIGGRAPH '05 ACM SIGGRAPH 2005 Posters
Streaming Simplification of Tetrahedral Meshes
IEEE Transactions on Visualization and Computer Graphics
Multi-grained level of detail using a hierarchical seamless texture atlas
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Progressive buffers: view-dependent geometry and texture LOD rendering
SGP '05 Proceedings of the third Eurographics symposium on Geometry processing
Random-Accessible Compressed Triangle Meshes
IEEE Transactions on Visualization and Computer Graphics
A New Seamless Multi-resolution Simplification Method for the Terrain Model
WI-IATW '07 Proceedings of the 2007 IEEE/WIC/ACM International Conferences on Web Intelligence and Intelligent Agent Technology - Workshops
Technical Section: Optimizing the management of continuous level of detail models on GPU
Computers and Graphics
Massive model visualization techniques: course notes
ACM SIGGRAPH 2008 classes
MemX: supporting large memory workloads in Xen virtual machines
VTDC '07 Proceedings of the 2nd international workshop on Virtualization technology in distributed computing
Technical Section: CHuMI viewer: Compressive huge mesh interactive viewer
Computers and Graphics
BEMC: a searchable, compressed representation for large seismic wavefields
SSDBM'10 Proceedings of the 22nd international conference on Scientific and statistical database management
Multiresolution query optimization in an online environment
APWeb'05 Proceedings of the 7th Asia-Pacific web conference on Web Technologies Research and Development
Efficient out-of-core rendering of complex 3d scenes
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Real-time appearance preserving out-of-core rendering with shadows
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Rapid visualization of large point-based surfaces
VAST'05 Proceedings of the 6th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
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We present a method for end-to-end out-of-core simplification and view-dependent visualization of large surfaces. The method consists of three phases: (1) memory insensitive simplification; (2) memory insensitive construction of a multiresolution hierarchy; and (3) run-time, output-sensitive, view-dependent rendering and navigation of the mesh. The first two off-line phases are performed entirely on disk, and use only a small, constant amount of memory, whereas the run-time system pages in only the rendered parts of the mesh in a cache coherent manner. As a result, we are able to process and visualize arbitrarily large meshes given a sufficient amount of disk space; a constant multiple of the size of the input mesh.Similar to recent work on out-of-core simplification, our memory insensitive method uses vertex clustering on a rectilinear octree grid to coarsen and create a hierarchy for the mesh, and a quadric error metric to choose vertex positions at all levels of resolution. We show how the quadric information can be used to concisely represent vertex position, surface normal, error, and curvature information for anisotropic view-dependent coarsening and silhouette preservation.The run-time component of our system uses asynchronous rendering and view-dependent refinement driven by screen-space error and visibility. The system exploits frame-to-frame coherence and has been designed to allow preemptive refinement at the granularity of individual vertices to support refinement on a time budget.Our results indicate a significant improvement in processing speed over previous methods for out-of-core multiresolution surface construction. Meanwhile, all phases of the method are disk and memory efficient, and are fairly straightforward to implement.