Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
A multilevel algorithm for partitioning graphs
Supercomputing '95 Proceedings of the 1995 ACM/IEEE conference on Supercomputing
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
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
Multilevel k-way partitioning scheme for irregular graphs
Journal of Parallel and Distributed Computing
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
Approximate nearest neighbor queries in fixed dimensions
SODA '93 Proceedings of the fourth annual ACM-SIAM Symposium on Discrete algorithms
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
Parallel rendering with k-way replication
PVG '01 Proceedings of the IEEE 2001 symposium on parallel and large-data visualization and graphics
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
Integrating occlusion culling with view-dependent rendering
Proceedings of the conference on Visualization '01
Optimized view-dependent rendering for large polygonal datasets
Proceedings of the conference on Visualization '02
XFastMesh: fast view-dependent meshing from external memory
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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
Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core Visualization
IEEE Transactions on Visualization and Computer Graphics
Out-of-core construction and visualization of multiresolution surfaces
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Interactive visibility culling in complex environments using occlusion-switches
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Out-of-core compression for gigantic polygon meshes
ACM SIGGRAPH 2003 Papers
FastMesh: Efficient View-Dependent Meshing
PG '01 Proceedings of the 9th Pacific Conference on Computer Graphics and Applications
External Memory Management and Simplification of Huge Meshes
IEEE Transactions on Visualization and Computer Graphics
Visibility-Based Prefetching for Interactive Out-Of-Core Rendering
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and 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)
IEEE Transactions on Visualization and Computer Graphics
An integrated approach to realize multi-resolution of B-rep model
Proceedings of the 2005 ACM symposium on Solid and physical modeling
Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models
IEEE Transactions on Visualization and Computer Graphics
ACM SIGGRAPH 2005 Papers
Ray-Tracing Polymorphic Multidomain Spectral/hp Elements for Isosurface Rendering
IEEE Transactions on Visualization and Computer Graphics
Parallel-SG: research of parallel graphics rendering system on PC-Cluster
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Segment-based tetrahedral meshing and rendering
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Progressive buffers: view-dependent geometry and texture LOD rendering
ACM SIGGRAPH 2006 Courses
Mesh Layouts for Block-Based Caches
IEEE Transactions on Visualization and Computer Graphics
Efficient data reduction and cache-coherent techniques toward real-time performance
ACM SIGGRAPH 2007 courses
Progressive buffers: view-dependent geometry and texture LOD rendering
SGP '05 Proceedings of the third Eurographics symposium on Geometry processing
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
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Computers and Graphics
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ACM SIGGRAPH 2008 classes
Technical Section: CHuMI viewer: Compressive huge mesh interactive viewer
Computers and Graphics
Optimized HLOD refinement driven by hardware occlusion queries
ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part I
An anti-aliasing technique for voxel-based massive model visualization strategies
ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part I
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
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
Interactive Ray Tracing of Large Models Using Voxel Hierarchies
Computer Graphics Forum
A GPU-based Approach for Massive Model Rendering with Frame-to-Frame Coherence
Computer Graphics Forum
Proceedings of the 17th International Conference on 3D Web Technology
Warping and partitioning for low error shadow maps
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Interactive rendering of massive terrains on PC clusters
EUROVIS'05 Proceedings of the Seventh Joint Eurographics / IEEE VGTC conference on Visualization
An application of scalable massive model interaction using shared-memory systems
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
Multiresolution visualization of massive models on a large spatial 3D display
EG PGV'07 Proceedings of the 7th Eurographics conference on Parallel Graphics and Visualization
Dependency-Free Parallel Progressive Meshes
Computer Graphics Forum
Out-of-core simplification and crack-free LOD volume rendering for irregular grids
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
Proceedings of the 18th International Conference on 3D Web Technology
SMI 2013: POMAR: Compression of progressive oriented meshes accessible randomly
Computers and Graphics
Coarse-grained multiresolution structures for mobile exploration of gigantic surface models
SIGGRAPH Asia 2013 Symposium on Mobile Graphics and Interactive Applications
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We present a novel approach for interactive view-dependent rendering of massive models. Our algorithm combines view-dependent simplification, occlusion culling, and out-of-core rendering. We represent the model as a clustered hierarchy of progressive meshes (CHPM). We use the cluster hierarchy for coarse-grained selective refinement and progressive meshes for fine-grained local refinement. We present an out-of-core algorithm for computation of a CHPM that includes cluster decomposition, hierarchy generation, and simplification. We make use of novel cluster dependencies in the preprocess to generate crack-free, drastic simplifications at runtime. The clusters are used for occlusion culling and out-of-core rendering. We add a frame of latency to the rendering pipeline to fetch newly visible clusters from the disk and to avoid stalls. The CHPM reduces the refinement cost for view-dependent rendering by more than an order of magnitude as compared to a vertex hierarchy. We have implemented our algorithm on a desktop PC. We can render massive CAD, isosurface, and scanned models, consisting of tens or a few hundreds of millions of triangles at 10-35 frames per second with little loss in image quality.