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
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
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
Accelerated occlusion culling using shadow frusta
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Building and traversing a surface at variable resolution
VIS '97 Proceedings of the 8th conference on Visualization '97
Application-controlled demand paging for out-of-core visualization
VIS '97 Proceedings of the 8th conference on Visualization '97
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
Skip strips: maintaining triangle strips for view-dependent rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
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
GigaWalk: interactive walkthrough of complex environments
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
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
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
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
Perceptually guided simplification of lit, textured meshes
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Interactive shadow generation in complex environments
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2003 Papers
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
New techniques for out-of-core visualization of large datasets
New techniques for out-of-core visualization of large datasets
Quick-VDR: Interactive View-Dependent Rendering of Massive Models
VIS '04 Proceedings of the conference on Visualization '04
Fast collision detection between massive models using dynamic simplification
Proceedings of the 2004 Eurographics/ACM SIGGRAPH symposium on Geometry processing
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
Interactive View-Dependent Rendering with Conservative Occlusion Culling in Complex Environments
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
An interactive out-of-core rendering framework for visualizing massively complex models
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Multi-resolution out-of-core modeling of terrain and teological data
Proceedings of the 13th annual ACM international workshop on Geographic information systems
Efficient view-dependent out-of-core rendering of large-scale and complex scenes
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Efficient data reduction and cache-coherent techniques toward real-time performance
ACM SIGGRAPH 2007 courses
Interviews3D: A Platform for Interactive Handling of Massive Data Sets
IEEE Computer Graphics and Applications
A New Seamless Multi-resolution Simplification Method for the Terrain Model
WI-IATW '07 Proceedings of the 2007 IEEE/WIC/ACM International Conferences on Web Intelligence and Intelligent Agent Technology - Workshops
Massive model visualization techniques: course notes
ACM SIGGRAPH 2008 classes
Sliding-Tris: A Sliding Window Level-of-Detail Scheme
ICCS '08 Proceedings of the 8th international conference on Computational Science, Part II
Rendering continuous level-of-detail meshes by Masking Strips
Graphical Models
Predictive occlusion culling for interactive rendering of large complex virtual scene
VSMM'06 Proceedings of the 12th international conference on Interactive Technologies and Sociotechnical Systems
Parallel simplification of large meshes on PC clusters
EG PGV'08 Proceedings of the 8th Eurographics conference on Parallel Graphics and Visualization
Instant points: fast rendering of unprocessed point clouds
SPBG'06 Proceedings of the 3rd Eurographics / IEEE VGTC conference on Point-Based Graphics
Distributed massive model rendering
Proceedings of the Eighth Indian Conference on Computer Vision, Graphics and Image Processing
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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 introduce novel cluster dependencies in the preprocess to generate crack-free, drastic simplifications at runtime. The clusters are used for LOD selection, 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 avoid stalls. The CHPM reduces the refinement cost of 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 hundred million triangles at 15--35 frames per second with little loss in image quality.