GPU-friendly accelerated mesh-based and mesh-less techniques for the output-sensitive rendering of huge complex 3D models
暂无分享,去创建一个
[1] Michael Garland,et al. Efficient adaptive simplification of massive meshes , 2001, Proceedings Visualization, 2001. VIS '01..
[2] George Drettakis,et al. Interactive Sampling and Rendering for Complex and Procedural Geometry , 2001, Rendering Techniques.
[3] Dinesh Manocha,et al. Interactive visibility culling in complex environments using occlusion-switches , 2003, I3D '03.
[4] Philippe Decaudin,et al. Rendering Forest Scenes in Real-Time , 2010 .
[5] Joseph M. Maubach,et al. Local bisection refinement for $n$-simplicial grids generated by reflection , 2017 .
[6] Joshua Levenberg,et al. Fast view-dependent level-of-detail rendering using cached geometry , 2002, IEEE Visualization, 2002. VIS 2002..
[7] Paolo Cignoni,et al. C‐BDAM – Compressed Batched Dynamic Adaptive Meshes for Terrain Rendering , 2006, Comput. Graph. Forum.
[8] Philipp Slusallek,et al. An interactive out-of-core rendering framework for visualizing massively complex models , 2004, Rendering Techniques.
[9] Amitabh Varshney,et al. Dynamic view-dependent simplification for polygonal models , 1996, Proceedings of Seventh Annual IEEE Visualization '96.
[10] Eugene Zhang,et al. Visibility-guided simplification , 2002, IEEE Visualization, 2002. VIS 2002..
[11] Paolo Cignoni,et al. Planet-sized batched dynamic adaptive meshes (P-BDAM) , 2003, IEEE Visualization, 2003. VIS 2003..
[12] Carlos Andújar,et al. Topology-reducing surface simplification using a discrete solid representation , 2002, TOGS.
[13] Cláudio T. Silva,et al. Integrating occlusion culling with view-dependent rendering , 2001, Proceedings Visualization, 2001. VIS '01..
[14] Daniel G. Aliaga,et al. MMR: an interactive massive model rendering system using geometric and image-based acceleration , 1999, SI3D.
[15] Frédo Durand,et al. A Survey of Visibility for Walkthrough Applications , 2003, IEEE Trans. Vis. Comput. Graph..
[16] Pat Hanrahan,et al. Rendering complex scenes with memory-coherent ray tracing , 1997, SIGGRAPH.
[17] Paolo Cignoni,et al. Batched multi triangulation , 2005, VIS 05. IEEE Visualization, 2005..
[18] Hanan Samet,et al. Applications of spatial data structures , 1989 .
[19] Peter Lindstrom,et al. Out-of-core construction and visualization of multiresolution surfaces , 2003, I3D '03.
[20] David P. Luebke,et al. View-dependent simplification of arbitrary polygonal environments , 1997, SIGGRAPH.
[21] Enrico Gobbetti,et al. Layered Point Clouds , 2004, PBG.
[22] Dinesh Manocha,et al. Visibility culling using hierarchical occlusion maps , 1997, SIGGRAPH.
[23] David Salesin,et al. Surface light fields for 3D photography , 2000, SIGGRAPH.
[24] Marc Levoy,et al. QSplat: a multiresolution point rendering system for large meshes , 2000, SIGGRAPH.
[25] Xavier Tricoche,et al. Interactive point-based isosurface extraction , 2004, IEEE Visualization 2004.
[26] Cláudio T. Silva,et al. Visibility-based prefetching for interactive out-of-core rendering , 2003, IEEE Symposium on Parallel and Large-Data Visualization and Graphics, 2003. PVG 2003..
[27] Marc Levoy,et al. Streaming QSplat: a viewer for networked visualization of large, dense models , 2001, I3D '01.
[28] Renato Pajarola,et al. Out-Of-Core Algorithms for Scientific Visualization and Computer Graphics , 2002 .
[29] Paolo Cignoni,et al. BDAM — Batched Dynamic Adaptive Meshes for High Performance Terrain Visualization , 2003, Comput. Graph. Forum.
[30] Friedhelm Meyer auf der Heide,et al. The randomized z-buffer algorithm: interactive rendering of highly complex scenes , 2001, SIGGRAPH.
[31] Reinhard Klein,et al. Real-time appearance preserving out-of-core rendering with shadows , 2004, Rendering Techniques.
[32] Dinesh Manocha,et al. Quick-VDR: interactive view-dependent rendering of massive models , 2004, IEEE Visualization 2004.
[33] Carlos Andújar,et al. Integrating Occlusion Culling and Levels of Detail through Hardly‐Visible Sets , 2000, Comput. Graph. Forum.
[34] Kellogg S. Booth,et al. Heuristics for ray tracing using space subdivision , 1990, The Visual Computer.
[35] Enrico Gobbetti,et al. Multiresolution visualization of massive models on a large spatial 3D display , 2007, EGPGV '07.
[36] Steven G. Parker,et al. Memory-Savvy Distributed Interactive Ray Tracing , 2004, EGPGV.
[37] Daniel G. Aliaga,et al. Hybrid simplification: combining multi-resolution polygon and point rendering , 2001, Proceedings Visualization, 2001. VIS '01..
[38] Enrico Gobbetti,et al. Far voxels: a multiresolution framework for interactive rendering of huge complex 3D models on commodity graphics platforms , 2005, ACM Trans. Graph..
[39] Peter Lindstrom,et al. Out-of-core simplification of large polygonal models , 2000, SIGGRAPH.
[40] Christopher G. Prince. Progressive Meshes for Large Models of Arbitrary Topology , 2000 .
[41] Vlastimil Havran,et al. Analysis of Cache Sensitive Representation for Binary Space Partitioning Trees , 1999, Informatica.
[42] William V. Baxter,et al. HLODs for faster display of large static and dynamic environments , 2001, I3D '01.
[43] Valerio Pascucci,et al. Slow Growing Subdivision (SGS) in Any Dimension: Towards Removing the Curse of Dimensionality , 2002, Comput. Graph. Forum.
[44] Baoquan Chen,et al. POP: a hybrid point and polygon rendering system for large data , 2001, Proceedings Visualization, 2001. VIS '01..
[45] Michael Wimmer,et al. Point-Based Impostors for Real-Time Visualization , 2001, Rendering Techniques.
[46] Paolo Cignoni,et al. Adaptive TetraPuzzles: Ecient Out-of-Core Construction and Visualization of Gigantic Multiresolution Polygonal Models , 2004, SIGGRAPH 2004.
[47] Cláudio T. Silva,et al. Efficient Conservative Visibility Culling Using the Prioritized-Layered Projection Algorithm , 2001, IEEE Trans. Vis. Comput. Graph..
[48] Martin Rumpf,et al. Adaptive Projection Operators in Multiresolution Scientific Visualization , 1998, IEEE Trans. Vis. Comput. Graph..
[49] Alex A. Pomeranz. ROAM Using Surface Triangle Clusters (RUSTiC) , 2000 .
[50] Paolo Cignoni,et al. Adaptive TetraPuzzles - Efficient Out-of-core Construction and Visualization of Gigantic Polygonal Models , 2004 .
[51] Michael Wimmer,et al. Coherent Hierarchical Culling: Hardware Occlusion Queries Made Useful , 2004, Comput. Graph. Forum.
[52] Leif Kobbelt,et al. A Stream Algorithm for the Decimation of Massive Meshes , 2003, Graphics Interface.