The design of the UNIX operating system
The design of the UNIX operating system
The design and analysis of spatial data structures
The design and analysis of spatial data structures
Cache and memory hierarchy design: a performance-directed approach
Cache and memory hierarchy design: a performance-directed approach
Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Management of large amounts of data in interactive building walkthroughs
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
Database management for interactive display of large architectural models
GI '96 Proceedings of the conference on Graphics interface '96
Rendering complex scenes with memory-coherent ray tracing
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Application-controlled demand paging for out-of-core visualization
VIS '97 Proceedings of the 8th conference on Visualization '97
I/O optimal isosurface extraction (extended abstract)
VIS '97 Proceedings of the 8th conference on Visualization '97
Interactive visualization of aircraft and power generation engines
VIS '97 Proceedings of the 8th conference on Visualization '97
Interactive out-of-core isosurface extraction
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
A fast volume rendering algorithm for time-varying fields using a time-space partitioning (TSP) tree
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Conservative volumetric visibility with occluder fusion
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Conservative visibility preprocessing using extended projections
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
Integrating occlusion culling with view-dependent rendering
Proceedings of the conference on Visualization '01
Out-of-core rendering of massive geometric environments
Proceedings of the conference on Visualization '02
Out-of-Core Streamline Visualization on Large Unstructured Meshes
IEEE Transactions on Visualization and Computer Graphics
Accelerated Isosurface Extraction in Time-Varying Fields
IEEE Transactions on Visualization and Computer Graphics
The Prioritized-Layered Projection Algorithm for Visible Set Estimation
IEEE Transactions on Visualization and Computer Graphics
Efficient Conservative Visibility Culling Using the Prioritized-Layered Projection Algorithm
IEEE Transactions on Visualization and Computer Graphics
Interactive Distributed Ray Tracing of Highly Complex Models
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
External Memory Management and Simplification of Huge Meshes
IEEE Transactions on Visualization and Computer Graphics
Quick-VDR: Interactive View-Dependent Rendering of Massive Models
VIS '04 Proceedings of the conference on Visualization '04
Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models
IEEE Transactions on Visualization and Computer Graphics
ACM SIGGRAPH 2005 Papers
Supporting guided navigation in mobile virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
An interactive out-of-core rendering framework for visualizing massively complex models
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Efficient reduction of access latency through object correlations in virtual environments
EURASIP Journal on Applied Signal Processing
Interviews3D: A Platform for Interactive Handling of Massive Data Sets
IEEE Computer Graphics and Applications
Massive model visualization techniques: course notes
ACM SIGGRAPH 2008 classes
Exploiting Spatial Locality for Objects Layout in Virtual Environments
PCM '08 Proceedings of the 9th Pacific Rim Conference on Multimedia: Advances in Multimedia Information Processing
A novel page-based data structure for interactive walkthroughs
Proceedings of the 2009 symposium on Interactive 3D graphics and games
WSEAS Transactions on Information Science and Applications
Interactive remote large-scale data visualization via prioritized multi-resolution streaming
Proceedings of the 2009 Workshop on Ultrascale Visualization
Intelligent-based latency reduction in 3D walkthrough
ISTASC'10 Proceedings of the 10th WSEAS international conference on Systems theory and scientific computation
Culling an object hierarchy to a frustum hierarchy
ICVGIP'06 Proceedings of the 5th Indian conference on Computer Vision, Graphics and Image Processing
GiST scan acceleration using coprocessors
DaMoN '12 Proceedings of the Eighth International Workshop on Data Management on New Hardware
An interactive out-of-core rendering framework for visualizing massively complex models
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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
iRun: interactive rendering of large unstructured grids
EG PGV'07 Proceedings of the 7th Eurographics conference on Parallel Graphics and Visualization
Interactive Navigation and Exploration of Virtual Environments on Handheld Devices
International Journal of Handheld Computing Research
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We present a new visibility-based prefetching algorithm for interactive out-of-core rendering of large models on an inexpensive PC. Using an approximate visibility technique, we can very accurately and efficiently determine which geometry will be visible in the near future and prefetch that geometry from disk before it must be rendered. Our prefetching algorithm is a key part of a visualization system capable of rendering a 13-million triangle model with 99% accuracy at interactive frame rates. Our prefetching algorithm is the first of its kind to be based on a from-point visibility technique, and enables interactive rendering on a commodity PC, as opposed to expensive high-end graphics workstations or parallel machines.