Random number generation and quasi-Monte Carlo methods
Random number generation and quasi-Monte Carlo methods
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd 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
MMR: an interactive massive model rendering system using geometric and image-based acceleration
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
ACM Transactions on Graphics (TOG)
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
The randomized z-buffer algorithm: interactive rendering of highly complex scenes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Hardware-accelerated point-based rendering of complex scenes
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
GigaWalk: interactive walkthrough of complex environments
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
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
Understanding the Linux Kernel, Second Edition
Understanding the Linux Kernel, Second Edition
Interactive shadow generation in complex environments
ACM SIGGRAPH 2003 Papers
Combining edges and points for interactive high-quality rendering
ACM SIGGRAPH 2003 Papers
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
Distributed Interactive Ray Tracing for Large Volume Visualization
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Interactive rendering using the render cache
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Memory-savvy distributed interactive ray tracing
EG PGV'04 Proceedings of the 5th Eurographics conference on Parallel Graphics and Visualization
Distributed Shared Memory for Roaming Large Volumes
IEEE Transactions on Visualization and Computer Graphics
Interviews3D: A Platform for Interactive Handling of Massive Data Sets
IEEE Computer Graphics and Applications
Accelerating shadow rays using volumetric occluders and modified kd-tree traversal
Proceedings of the Conference on High Performance Graphics 2009
PantaRay: fast ray-traced occlusion caching of massive scenes
ACM SIGGRAPH 2010 papers
Out-of-core real-time visualization of massive 3D point clouds
Proceedings of the 7th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Geometry Presorting for Implicit Object Space Partitioning
Computer Graphics Forum
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With the tremendous advances in both hardware capabilities and rendering algorithms, rendering performance is steadily increasing. Even consumer graphics hardware can render many million triangles per second. However, scene complexity seems to be rising even faster than rendering performance, with no end to even more complex models in sight.In this paper, we are targeting the interactive visualization of the "Boeing 777" model, a highly complex model of 350 million individual triangles, which - due to its sheer size and complex internal structure - simply cannot be handled satisfactorily by today's techniques. To render this model, we use a combination of real-time ray tracing, a low-level out of core caching and demand loading strategy, and a hierarchical, hybrid volumetric/lightfield-like approximation scheme for representing not-yet-loaded geometry. With this approach, we are able to render the full 777 model at several frames per second even on a single commodity desktop PC.