Advanced animation and rendering techniques
Advanced animation and rendering techniques
Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Management of large amounts of data in interactive building walkthroughs
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Partitioning tree image representation and generation from 3D geometric models
Proceedings of the conference on Graphics interface '92
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Visibility computations in densely occluded polyhedral environments
Visibility computations in densely occluded polyhedral environments
Visual navigation of large environments using textured clusters
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Multiresolution analysis of arbitrary meshes
SIGGRAPH '95 Proceedings of the 22nd 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
Temporally coherent conservative visibility (extended abstract)
Proceedings of the twelfth annual symposium on Computational geometry
Real-time occlusion culling for models with large occluders
Proceedings of the 1997 symposium on Interactive 3D graphics
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Progressive simplicial complexes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Smooth view-dependent level-of-detail control and its application to terrain rendering
Proceedings of the conference on Visualization '98
Preprocessing occlusion for real-time selective refinement
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
LOD-sprite technique for accelerated terrain rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Progressive compressive and transmission of arbitrary triangular meshes
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Real-time visualization of scalably large collections of heterogeneous objects (case study)
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Conservative visibility preprocessing using extended projections
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
The Quadtree and Related Hierarchical Data Structures
ACM Computing Surveys (CSUR)
Optimized view frustum culling algorithms for bounding boxes
Journal of Graphics Tools
HLODs for faster display of large static and dynamic environments
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Occlusion horizons for driving through urban scenery
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
The randomized z-buffer algorithm: interactive rendering of highly complex scenes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Conservative visibility preprocessing for walkthroughs of complex urban scenes
VRST '00 Proceedings of the ACM symposium on Virtual reality software and technology
Adaptive Real-Time Level-of-Detail-Based Rendering for Polygonal Models
IEEE Transactions on Visualization and Computer Graphics
Efficient Conservative Visibility Culling Using the Prioritized-Layered Projection Algorithm
IEEE Transactions on Visualization and Computer Graphics
Stereoscopic View-Dependent Visualization of Terrain Height Fields
IEEE Transactions on Visualization and Computer Graphics
Hierarchical Visibility Culling with Occlusion Trees
CGI '98 Proceedings of the Computer Graphics International 1998
Efficient Occlusion Culling for Z-Buffer Systems
CGI '99 Proceedings of the International Conference on Computer Graphics
Automatic extraction of Irregular Network digital terrain models
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
A new architecture for efficient hybrid representation of terrains
Journal of Systems Architecture: the EUROMICRO Journal
Dynamic hybrid terrain representation based on convexity limits identification
International Journal of Geographical Information Science
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Visualization of large geometric environments has always been an exciting project for computer graphics practitioners. Modern graphics workstations allow rendering of millions of polygons per second. Although these systems are impressive, they cannot catch up with the quality demanded by graphics systems used for visualizing complex geometric environments. After all, in such systems the amount of data that need to be processed increases dramatically as well. No matter how much graphics hardware evolves, it looks like practitioners are going to crave for what is impracticable for such hardware to render at interactive frame rates. In this chapter, we present some modeling techniques to overcome the problem of graphics hardware bottleneck in a particular context, viz. visualization of terrains and urban environments.