Algorithms for clustering data
Algorithms for clustering data
Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
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
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
OPTICS: ordering points to identify the clustering structure
SIGMOD '99 Proceedings of the 1999 ACM SIGMOD international conference on Management of data
Surfels: surface elements as rendering primitives
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 face clustering on polygonal surfaces
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
GigaWalk: interactive walkthrough of complex environments
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
A multiphase approach to efficient surface simplification
Proceedings of the conference on Visualization '02
SSD '95 Proceedings of the 4th International Symposium on Advances in Spatial Databases
Polygonal Simplification: An Overview
Polygonal Simplification: An Overview
vLOD: High-Fidelity Walkthrough of Large Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
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
Optimized subdivisions for preprocessed visibility
GI '07 Proceedings of Graphics Interface 2007
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In this work we present a rendering method with guaranteed interactive frame-rates in complex 3D scenes. The algorithm is based on an new data structure determined in a preprocessing to avoid frozen displays in large simulative visualizations like industrial plants, typically described as CAD-Models. Within a preprocessing polygons are grouped by size and within these groups core-clusters are calculated based on similarity and locality. The clusters and polygons are building up a hierarchy including weights ascertained within repetitive stages of re-grouping and re-clustering. This additional information allows to choose a subset over all primitives to reduce scene complexity depending on the viewer's position, sight and the determined weights within the hierarchy. To guarantee a specific frame rate the number of rendered primitives is limited by a constant and typically constrained by hardware. This reduction is controlled by the pre-calculated weights, and the viewer's position and is not done arbitrarily. At least the rendered section is a suitable scene approximation that includes the viewer's interests. Combining all this a constant frame-rate including 140 million polygons at 12 fps is obtainable. Practical results indicate that our approach leads to good scene approximations and realtime rendering of very large environments at the same time.