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| Computer Aided Design (CAD) and architectural models typically contain
hundreds of thousands to millions of 3D primitives. In order to display
these models at interactive rates, the number of primitives to render must
be reduced. At I3D '99, we presented a system which combines geometric
simplification, visibility culling, and image-based approaches. We
tested our framework on a 13 million triangles CAD model of a power
plant. Integrating these techniques, the polygon count is reduced
by a factor of 100. We achieved frame rates of 5 to 15 fps on an
SGI Onyx with four 250 MHz R4400 processors, two GB of main memory, and
an InfiniteReality Graphics System with two RM6 boards and 64 MB of texture
memory.
MMR:
An Integrated Massive Model Rendering System Using Geometric and Image-Based
Acceleration
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GigaWalk: Interactive Walkthrough of Complex Environments |
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Geometry-to-Image Simplification |
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Image-Warping to Decrease Frame Latency |
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Spatial Encoding Research Group |
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An Image-Based Representation for Walkthroughs (IRW) |
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SWITCH: Parallel Occlusion
Culling for Interactive Walkthroughs using Multiple GPUs Occlusion Maps
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Occlusion culling with Hierarchical Occlusion Maps |
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Backface culling with Normal Masks |
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Occlusion Culling using Shadow Frusta |
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Cell-portal
visibility culling
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Replacing portals
with images
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Hybrid Reality
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Increased Photorealism for Interactive Walkthroughs |
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Real-Time Global Illumination of Glossy Scenes |
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Radiosity-As-Textures (RAT) |
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Real-Time Rendering of Curved Surfaces |
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IMMPACT |
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RAPID (OBB-tree) |
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I-COLLIDE |
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V-COLLIDE |
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Immersive Modeling |
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Wayfinding, Predictive Head-Tracking |
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Distributed VR |
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Efficient Fitting and
Rendering of Large Scattered Data Sets Using Subdivision Surfaces
Vincent Scheib, Jörg Haber, Ming C. Lin, and Hans-Peter Seidel |
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Fast
Computation of Generalized Voronoi Diagrams Using Graphics Hardare
Kenneth E. Hoff III, Tim Culver, John Keyser, Ming C. Lin, Dinesh Manocha |
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Last updated: 3-2-2001