SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Dynamic view-dependent simplification for polygonal models
Proceedings of the 7th conference on Visualization '96
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
Efficient implementation of multi-triangulations
Proceedings of the conference on Visualization '98
A method for progressive and selective transmission of multi-resolution models
Proceedings of the ACM symposium on Virtual reality software and technology
A stateless client for progressive view-dependent transmission
Proceedings of the sixth international conference on 3D Web technology
Multi-user view-dependent rendering
Proceedings of the conference on Visualization '00
Adaptive Real-Time Level-of-Detail-Based Rendering for Polygonal Models
IEEE Transactions on Visualization and Computer Graphics
A Framework for Streaming Geometry in VRML
IEEE Computer Graphics and Applications
Truly selective refinement of progressive meshes
GRIN'01 No description on Graphics interface 2001
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
Efficient Implementation of Real-Time View-Dependent Multiresolution Meshing
IEEE Transactions on Visualization and Computer Graphics
View-Dependent Streaming of Progressive Meshes
SMI '04 Proceedings of the Shape Modeling International 2004
Protected interactive 3D graphics via remote rendering
ACM SIGGRAPH 2004 Papers
Hi-index | 0.00 |
There is a great demand for rich 3D content for online entertainment today. The challenge is to interactively render very large 3D models and environments on the network. For a client-server based rendering system, where the server manages the complete model and the client only maintains and renders a necessary portion of the model, one major obstacle in achieving interactivity is the network latency. In this paper, we propose a predictive parallel strategy to overcome the network latency for client-server based view-dependent multiresolution rendering systems. Our solution is to make the client process and the server process run in parallel, using the rendering time to cover the network latency. For networks with long round-trip times, we manage to overlap the network latencies for multiple frames. A view-parameters prediction mechanism is developed to make the parallelism of the client and the server feasible. Our approach does not impose extra memory requirement on the client, and can achieve an interactive frame rate while keeping an acceptable rendering quality for large triangle models over networks with relatively long round-trip time.