SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Multiresolution analysis for surfaces of arbitrary topological type
ACM Transactions on Graphics (TOG)
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
Realistic modeling and rendering of plant ecosystems
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Smooth view-dependent level-of-detail control and its application to terrain rendering
Proceedings of the conference on Visualization '98
GAPS: general and automatic polygonal simplification
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
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
Particle Systems—a Technique for Modeling a Class of Fuzzy Objects
ACM Transactions on Graphics (TOG)
The randomized z-buffer algorithm: interactive rendering of highly complex scenes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Advanced RenderMan: Creating CGI for Motion Picture
Advanced RenderMan: Creating CGI for Motion Picture
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Interactive visualization of complex plant ecosystems
Proceedings of the conference on Visualization '02
Modeling, Animating, and Rendering Complex Scenes Using Volumetric Textures
IEEE Transactions on Visualization and Computer Graphics
Perceptually guided simplification of lit, textured meshes
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Interactive Sampling and Rendering for Complex and Procedural Geometry
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Perceptually-Driven Simplification for Interactive Rendering
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
A more flexible image generation environment
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
ACM SIGGRAPH 2003 Papers
Simplifying complex environments using incremental textured depth meshes
ACM SIGGRAPH 2003 Papers
Billboard clouds for extreme model simplification
ACM SIGGRAPH 2003 Papers
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
R-LODs: fast LOD-based ray tracing of massive models
The Visual Computer: International Journal of Computer Graphics
An irradiance atlas for global illumination in complex production scenes
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
500 million and counting: hair rendering on Ratatouille
ACM SIGGRAPH 2007 sketches
Perception of complex aggregates
ACM SIGGRAPH 2008 papers
Technical Section: Mesh simplification by stochastic sampling and topological clustering
Computers and Graphics
PantaRay: fast ray-traced occlusion caching of massive scenes
ACM SIGGRAPH 2010 papers
Interactive hair rendering under environment lighting
ACM SIGGRAPH 2010 papers
Cache-oblivious ray reordering
ACM Transactions on Graphics (TOG)
Two-level ray tracing with reordering for highly complex scenes
Proceedings of Graphics Interface 2010
Component-based model synthesis for low polygonal models
Proceedings of Graphics Interface 2010
Technical Section: View-dependent pruning for real-time rendering of trees
Computers and Graphics
Texture-lobes for tree modelling
ACM SIGGRAPH 2011 papers
Plastic trees: interactive self-adapting botanical tree models
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
High-quality curve rendering using line sampled visibility
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Real-time recombination method of complex 3d tree model information on visual perception preserving
CVM'12 Proceedings of the First international conference on Computational Visual Media
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Many renderers perform poorly on scenes that contain a lot of detailed geometry. The load on the renderer can be alleviated by simplification techniques, which create less expensive representations of geometry that is small on the screen. Current simplification techniques for high-quality surface-based rendering tend to work best with element detail (i.e., detail due to the complexity of individual elements) but not as well with aggregate detail (i.e., detail due to the large number of elements). To address this latter type of detail, we introduce a stochastic technique related to some approaches used for point-based renderers. Scenes are rendered by randomly selecting a subset of the geometric elements and altering those elements statistically to preserve the overall appearance of the scene. The amount of simplification can depend on a number of factors, including screen size, motion blur, and depth of field.