Heuristics for ray tracing using space subdivision
The Visual Computer: International Journal of Computer Graphics
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Rendering complex scenes with memory-coherent ray tracing
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
MMR: an interactive massive model rendering system using geometric and image-based acceleration
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Surface light fields for 3D photography
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
Streaming QSplat: a viewer for networked visualization of large, dense models
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
HLODs for faster display of large static and dynamic environments
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
The randomized z-buffer algorithm: interactive rendering of highly complex scenes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Topology-reducing surface simplification using a discrete solid representation
ACM Transactions on Graphics (TOG)
Hybrid simplification: combining multi-resolution polygon and point rendering
Proceedings of the conference on Visualization '01
POP: a hybrid point and polygon rendering system for large data
Proceedings of the conference on Visualization '01
Integrating occlusion culling with view-dependent rendering
Proceedings of the conference on Visualization '01
Fast view-dependent level-of-detail rendering using cached geometry
Proceedings of the conference on Visualization '02
Visibility-guided simplification
Proceedings of the conference on Visualization '02
Efficient Conservative Visibility Culling Using the Prioritized-Layered Projection Algorithm
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
Interactive Sampling and Rendering for Complex and Procedural Geometry
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Point-Based Impostors for Real-Time Visualization
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Quick-VDR: Interactive View-Dependent Rendering of Massive Models
VIS '04 Proceedings of the conference on Visualization '04
Interactive Point-Based Isosurface Extraction
VIS '04 Proceedings of the conference on Visualization '04
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
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
Real-time appearance preserving out-of-core rendering with shadows
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
An interactive out-of-core rendering framework for visualizing massively complex models
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Rendering forest scenes in real-time
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Memory-savvy distributed interactive ray tracing
EG PGV'04 Proceedings of the 5th Eurographics conference on Parallel Graphics and Visualization
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Efficient data reduction and cache-coherent techniques toward real-time performance
ACM SIGGRAPH 2007 courses
Out-of-core and compressed level set methods
ACM Transactions on Graphics (TOG)
Massive-Model Rendering Techniques: A Tutorial
IEEE Computer Graphics and Applications
Exploring a Boeing 777: Ray Tracing Large-Scale CAD Data
IEEE Computer Graphics and Applications
Technical strategies for massive model visualization
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Massive model visualization techniques: course notes
ACM SIGGRAPH 2008 classes
Visualization of Industrial Structures with Implicit GPU Primitives
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
A novel page-based data structure for interactive walkthroughs
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Technical Section: CHuMI viewer: Compressive huge mesh interactive viewer
Computers and Graphics
Environ: integrating VR and CAD in engineering projects
IEEE Computer Graphics and Applications
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
Multiscale acquisition and presentation of very large artifacts: The case of portalada
Journal on Computing and Cultural Heritage (JOCCH)
Image-Based Network Rendering of Large Meshes for Cloud Computing
International Journal of Computer Vision
An accelerating rendering method of hybrid point and polygon for complex three-dimensional models
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Interactive Ray Tracing of Large Models Using Voxel Hierarchies
Computer Graphics Forum
ManyLoDs: parallel many-view level-of-detail selection for real-time global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Grammar-based encoding of facades
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
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
Interactive iso-surface ray tracing of massive volumetric data sets
EG PGV'07 Proceedings of the 7th Eurographics conference on Parallel Graphics and Visualization
Interactive out-of-core texturing with point-sampled textures
SPBG'06 Proceedings of the 3rd Eurographics / IEEE VGTC conference on Point-Based Graphics
Dependency-Free Parallel Progressive Meshes
Computer Graphics Forum
High resolution sparse voxel DAGs
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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We present an efficient approach for end-to-end out-of-core construction and interactive inspection of very large arbitrary surface models. The method tightly integrates visibility culling and out-of-core data management with a level-of-detail framework. At preprocessing time, we generate a coarse volume hierarchy by binary space partitioning the input triangle soup. Leaf nodes partition the original data into chunks of a fixed maximum number of triangles, while inner nodes are discretized into a fixed number of cubical voxels. Each voxel contains a compact direction dependent approximation of the appearance of the associated volumetric subpart of the model when viewed from a distance. The approximation is constructed by a visibility aware algorithm that fits parametric shaders to samples obtained by casting rays against the full resolution dataset. At rendering time, the volumetric structure, maintained off-core, is refined and rendered in front-to-back order, exploiting vertex programs for GPU evaluation of view-dependent voxel representations, hardware occlusion queries for culling occluded subtrees, and asynchronous I/O for detecting and avoiding data access latencies. Since the granularity of the multiresolution structure is coarse, data management, traversal and occlusion culling cost is amortized over many graphics primitives. The efficiency and generality of the approach is demonstrated with the interactive rendering of extremely complex heterogeneous surface models on current commodity graphics platforms.