SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
IRIS performer: a high performance multiprocessing toolkit for real-time 3D graphics
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd 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
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Proceedings of the 25th 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
Simplifying surfaces with color and texture using quadric error metrics
Proceedings of the conference on Visualization '98
Fast and memory efficient polygonal simplification
Proceedings of the conference on Visualization '98
The digital Michelangelo project: 3D scanning of large statues
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
HLODs for faster display of large static and dynamic environments
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Texturing techniques for terrain visualization
Proceedings of the conference on Visualization '00
Optimized view-dependent rendering for large polygonal datasets
Proceedings of the conference on Visualization '02
Fast view-dependent level-of-detail rendering using cached geometry
Proceedings of the conference on Visualization '02
View-dependent refinement of multiresolution meshes with subdivision connectivity
Proceedings of the 2nd international conference on Computer graphics, virtual Reality, visualisation and interaction in Africa
Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core Visualization
IEEE Transactions on Visualization and Computer Graphics
Active Optical 3D Imaging for Heritage Applications
IEEE Computer Graphics and Applications
A Perceptually-Based Texture Caching Algorithm for Hardware-Based Rendering
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
ACM SIGGRAPH 2003 Papers
Out-of-core compression for gigantic polygon meshes
ACM SIGGRAPH 2003 Papers
Smooth High-Quality Interactive Visualization
SCCG '01 Proceedings of the 17th Spring conference on Computer graphics
External Memory Management and Simplification of Huge Meshes
IEEE Transactions on Visualization and Computer Graphics
A fast hybrid geomorphing LOD scheme
ACM SIGGRAPH 2003 Sketches & Applications
Perspective accurate splatting
GI '04 Proceedings of the 2004 Graphics Interface Conference
Adaptive 4-8 Texture Hierarchies
VIS '04 Proceedings of the conference on Visualization '04
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)
Large Mesh Simplification using Processing Sequences
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Point-based VR visualization for large-scale mesh datasets by real-time remote computation
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
PNORMS: platonic derived normals for error bound compression
Proceedings of the ACM symposium on Virtual reality software and technology
Multi-grained level of detail using a hierarchical seamless texture atlas
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Visualizing and Analyzing the Mona Lisa
IEEE Computer Graphics and Applications
Sliding-Tris: A Sliding Window Level-of-Detail Scheme
ICCS '08 Proceedings of the 8th international conference on Computational Science, Part II
Parallel view-dependent refinement of progressive meshes
Proceedings of the 2009 symposium on Interactive 3D graphics and games
ACM Transactions on Graphics (TOG)
PantaRay: fast ray-traced occlusion caching of massive scenes
ACM SIGGRAPH 2010 papers
A framework for the registration of color images with 3D models
ICIP'09 Proceedings of the 16th IEEE international conference on Image processing
Shape reconstruction and texture sampling by active rectification and virtual view synthesis
Computer Vision and Image Understanding
Proceedings of the 17th International Conference on 3D Web Technology
Continuous level of detail for large scale rendering of 3d animated polygonal models
AMDO'12 Proceedings of the 7th international conference on Articulated Motion and Deformable Objects
Grammar-based encoding of facades
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
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
Proceedings of the 18th International Conference on 3D Web Technology
Coarse-grained multiresolution structures for mobile exploration of gigantic surface models
SIGGRAPH Asia 2013 Symposium on Mobile Graphics and Interactive Applications
Hi-index | 0.00 |
This paper presents a new technique for fast, view-dependent, real-time visualization of large multiresolution geometric models with color or texture information. This method uses geomorphing to smoothly interpolate between geometric patches composing a hierarchical level-of-detail structure, and to maintain seamless continuity between neighboring patches of the model. It combines the advantages of view-dependent rendering with numerous additional features: the high performance rendering associated with static preoptimized geometry, the capability to display at both low and high resolution with minimal artefacts, and a low CPU usage since all the geomorphing is done on the GPU. Furthermore, the hierarchical subdivision of the model into a tree structure can be accomplished according to any spatial or topological criteria. This property is particularly useful in dealing with models with high resolution textures derived from digital photographs. Results are presented for both highly tesselated models (372 million triangles), and for models which also contain large quantities of texture (200 million triangles + 20 GB of compressed texture). The method also incorporates asynchronous out-of-core model management. Performances obtained on commodity hardware are in the range of 50 million geomorphed triangles/second for a benchmark model such as Stanford's St. Matthew dataset.