Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Visual navigation of large environments using textured clusters
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Polygon-assisted JPEG and MPEG compression of synthetic images
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Plenoptic modeling: an image-based rendering system
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Hierarchical image caching for accelerated walkthroughs of complex environments
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
A volumetric method for building complex models from range images
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Visualization of complex models using dynamic texture-based simplification
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
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Handbook of discrete and computational geometry
GAPS: general and automatic polygonal simplification
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
MMR: an interactive massive model rendering system using geometric and image-based acceleration
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Automatic image placement to provide a guaranteed frame rate
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A Solution to the Next Best View Problem for Automated Surface Acquisition
IEEE Transactions on Pattern Analysis and Machine Intelligence
ACM Transactions on Graphics (TOG)
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
A randomized art-gallery algorithm for sensor placement
SCG '01 Proceedings of the seventeenth annual symposium on Computational geometry
Spatially-encoded far-field representations for interactive walkthroughs
MULTIMEDIA '01 Proceedings of the ninth ACM international conference on Multimedia
Textured depth meshes for real-time rendering of arbitrary scenes
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
GigaWalk: interactive walkthrough of complex environments
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Integrating occlusion culling with view-dependent rendering
Proceedings of the conference on Visualization '01
Proceedings of the conference on Visualization '02
Adaptive Real-Time Level-of-Detail-Based Rendering for Polygonal Models
IEEE Transactions on Visualization and Computer Graphics
Occlusions as a Guide for Planning the Next View
IEEE Transactions on Pattern Analysis and Machine Intelligence
Interactive visibility culling in complex environments using occlusion-switches
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
Spatially encoded image-space simplifications for interactive walkthrough
Spatially encoded image-space simplifications for interactive walkthrough
Automatic impostor placement for guaranteed frame rates and low memory requirements
Proceedings of the 2005 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2006 Papers
Stochastic simplification of aggregate detail
ACM SIGGRAPH 2007 papers
Massive-Model Rendering Techniques: A Tutorial
IEEE Computer Graphics and Applications
Technical strategies for massive model visualization
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Massive model visualization techniques: course notes
ACM SIGGRAPH 2008 classes
Visualization of Industrial Structures with Implicit GPU Primitives
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing
Adaptive global visibility sampling
ACM SIGGRAPH 2009 papers
Hardware accelerated visibility preprocessing using adaptive sampling
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Real-time remote rendering of large 3D models on smartphones using multi-layered impostors
Proceedings of the 6th International Conference on Computer Vision / Computer Graphics Collaboration Techniques and Applications
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We present an incremental algorithm to compute image-based simplifications of a large environment. We use an optimization-based approach to generate samples based on scene visibility, and from each viewpoint create textured depth meshes (TDMs) using sampled range panoramas of the environment. The optimization function minimizes artifacts such as skins and cracks in the reconstruction. We also present an encoding scheme for multiple TDMs that exploits spatial coherence among different viewpoints. The resulting simplifications, incremental textured depth meshes (ITDMs), reduce preprocessing, storage, rendering costs and visible artifacts. Our algorithm has been applied to large, complex synthetic environments comprising millions of primitives. It is able to render them at 20 -- 40 frames a second on a PC with little loss in visual fidelity.