Hierarchical geometric models for visible surface algorithms
Communications of the ACM
Integrating occlusion culling with view-dependent rendering
Proceedings of the conference on Visualization '01
Increasing update rates in the building walkthrough system with automatic model-space subdivision and potentially visible set calculations
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With the increasing popularity of virtual environment applicationsthere has been much research into algorithms toefficiently display polygonal databases. Most research hasbeen devoted to developing rendering algorithms for the efficientdisplay of databases containing many large geometricstructures, such as those describing indoor and urbanenvironments. However, relatively little work has been devotedto the efficient display of databases containing manysmall geometric structures (such as those describing naturalenvironments). In this paper we describe the problemswith the current rendering algorithms when rendering complexscenes made of many small rendering primitives, andidentify an approach that addresses these problems.