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
Hierarchical image caching for accelerated walkthroughs of complex environments
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Navigating static environments using image-space simplification and morphing
Proceedings of the 1997 symposium on Interactive 3D graphics
Architectural walkthroughs using portal textures
VIS '97 Proceedings of the 8th conference on Visualization '97
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Efficient warping for architectural walkthroughs using layered depth images
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
Automatic image placement to provide a guaranteed frame rate
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A video-based rendering acceleration algorithm for interactive walkthroughs
MULTIMEDIA '00 Proceedings of the eighth ACM international conference on Multimedia
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
Point-Based Impostors for Real-Time Visualization
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Visibility Preprocessing with Occluder Fusion for Urban Walkthroughs
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Simplifying complex environments using incremental textured depth meshes
ACM SIGGRAPH 2003 Papers
Billboard clouds for extreme model simplification
ACM SIGGRAPH 2003 Papers
Rendering time estimation for real-time rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
A Framework for the Real-Time Walkthrough of Massive Models
A Framework for the Real-Time Walkthrough of Massive Models
ACM SIGGRAPH 2006 Papers
Rendering geometry with relief textures
GI '06 Proceedings of Graphics Interface 2006
Proceedings of the 2nd ACM international workshop on Wireless multimedia networking and performance modeling
State of the art in modeling and rendering
ACM SIGGRAPH 2007 courses
An integer incremental AOI algorithm for progressive downloading of large scale VRML environments
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Image-Based Network Rendering of Large Meshes for Cloud Computing
International Journal of Computer Vision
Stylization-based ray prioritization for guaranteed frame rates
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Non-Photorealistic Animation and Rendering
Special Section on CANS: Ray prioritization using stylization and visual saliency
Computers and Graphics
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Impostors are image-based primitives commonly used to replace complex geometry in order to reduce the rendering time needed for displaying complex scenes. However, a big problem is the huge amount of memory required for impostors. This paper presents an algorithm that automatically places impostors into a scene so that a desired frame rate and image quality is always met, while at the same time not requiring enormous amounts of impostor memory. The low memory requirements are provided by a new placement method and through the simultaneous use of other acceleration techniques like visibility culling and geometric levels of detail.