Management of large amounts of data in interactive building walkthroughs
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
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
Building and traversing a surface at variable resolution
VIS '97 Proceedings of the 8th conference on Visualization '97
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
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
Out-of-core rendering of massive geometric environments
Proceedings of the conference on Visualization '02
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
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
FastMesh: Efficient View-Dependent Meshing
PG '01 Proceedings of the 9th Pacific Conference on Computer Graphics and Applications
A Multiresolution Representation for Massive Meshes
IEEE Transactions on Visualization and Computer Graphics
Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models
IEEE Transactions on Visualization and Computer Graphics
Immersive out-of-core visualization of large-size and long-timescale molecular dynamics trajectories
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part II
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Real-time rendering of large-scale and complex scenes is one of the important subjects in virtual reality technology. In this paper, we present an efficient view-dependent out-of-core rendering algorithm for large-scale and complex scenes. In the preprocessing phase, we partition the scene in hierarchy and compute continuous hierarchical level of detail (HLOD) for each hierarchical node using a dynamic topology simplification method. Then at run-time, the multi-threaded technique is used. The rendering thread uses the hierarchy for coarse global refinement and uses the continuous HLODs for fine local refinement. The prefetching thread predicts the motion of the viewer and prefetches the data that the viewer may see next. We have implemented our method on a common PC with standard graphics hardware. Experimental results show that the system can perform interactive rendering of large-scale and complex scenes with fine image quality and minimal popping artifacts.