The Walkthru Project

Research

Massive Model Rendering
Texture and Image-Based Techniques
Visibility Culling
Simplification
Real-Time Realistic Rendering
Curved Surface Rendering
Collision Detection
Virtual Environments
Scattered Data Sets
Miscellaneous
Research Sponsors


Massive Model Rendering
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
D. Aliaga, J. Cohen, A. Wilson, E. Baker, H. Zhang, C. Erikson, K Hoff, T. Hudson, W. Stürzlinger, R. Bastos, M. Whitton, F. Brooks, D. Manocha
Symposium on Interactive 3D Graphics (I3D), April, 1999.
 

GigaWalk: Interactive Walkthrough of Complex Environments
Texture and Image-Based Techniques
Geometry-to-Image Simplification
Image-Warping to Decrease Frame Latency
Spatial Encoding Research Group
An Image-Based Representation for Walkthroughs (IRW)
Visibility Culling
SWITCH: Parallel Occlusion Culling for Interactive Walkthroughs using Multiple GPUs Occlusion Maps
Occlusion culling with Hierarchical Occlusion Maps
Backface culling with Normal Masks
Occlusion Culling using Shadow Frusta 
Cell-portal visibility culling
Replacing portals with images
Simplification
Hierarchical Levels of Detail 
GAPS: General and Automatic Polygonal Simplification

Appearance Preserving Simplification
View-Dependent Simplification of Arbitrary Polygonal Environments
Successive Mapping Simplification
Simplification Envelopes
Real-Time Realistic Rendering
Hybrid Reality
Increased Photorealism for Interactive Walkthroughs
Real-Time Global Illumination of Glossy Scenes
Radiosity-As-Textures (RAT)
Curved Surface Rendering
Real-Time Rendering of Curved Surfaces
Collision Detection
IMMPACT
RAPID (OBB-tree) 
I-COLLIDE
V-COLLIDE
Virtual Environments
Immersive Modeling 
Wayfinding, Predictive Head-Tracking 
Distributed VR 
Scattered Data Sets
Efficient Fitting and Rendering of Large Scattered Data Sets Using Subdivision Surfaces
Vincent Scheib, Jörg Haber, Ming C. Lin, and Hans-Peter Seidel
Miscellaneous
Fast Computation of Generalized Voronoi Diagrams Using Graphics Hardare
Kenneth E. Hoff III, Tim Culver, John Keyser, Ming C. Lin, Dinesh Manocha
Research Sponsors



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Last updated: 3-2-2001