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
RING: a client-server system for multi-user virtual environments
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Visual navigation of large environments using textured clusters
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Randomized algorithms
Multiresolution analysis of arbitrary meshes
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Database management for interactive display of large architectural models
GI '96 Proceedings of the conference on Graphics interface '96
Interactive visualization of aircraft and power generation engines
VIS '97 Proceedings of the 8th conference on Visualization '97
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 geometric models for visible surface algorithms
Communications of the ACM
Streaming QSplat: a viewer for networked visualization of large, dense models
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
Proceedings of the conference on Visualization '01
POP: a hybrid point and polygon rendering system for large data
Proceedings of the conference on Visualization '01
Visualization of large terrains made easy
Proceedings of the conference on Visualization '01
Integrating occlusion culling with view-dependent rendering
Proceedings of the conference on Visualization '01
Interactive Sampling and Rendering for Complex and Procedural Geometry
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Interactive Distributed Ray Tracing of Highly Complex Models
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
A Survey of Polygonal Simplification Algorithms
A Survey of Polygonal Simplification Algorithms
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
Hi-index | 0.00 |
We present a new data structure for rendering highly complex virtual environments of arbitrary topology. The special feature of our approach is that it allows an interactive navigation in very large scenes (30 GB/400 million polygons in our benchmark scenes) that cannot be stored in main memory, but only on a local or remote hard disk. Furthermore, it allows interactive rendering of substantially more complex scenes by instantiating objects. The sampling process is done in the preprocessing. There, the polygons are randomly distributed in our hierarchical data structure, the randomized sample tree. This tree uses only space that is linear in the number of polygons. In order to produce an approximate image of the scene, the tree is traversed and polygons stored in the visited nodes are rendered. During the interactive walk-through, parts of the sample tree are loaded from a local or remote hard disk. We implement our algorithm in a prototypical walk-through system. Analysis and experiments show that the quality of our images is comparable to images computed by the conventional z-buffer algorithm regardless of the scene topology.