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205
View-dependent simplification of arbitrary polygonal environments
, 1997
"... Hierarchical dynamic simplification (HDS) is a new approach to the problem of simplifying arbitrary polygonal environments. HDS operates dynamically, retessellating the scene continuously as the user’s viewing position shifts, and adaptively, processing the entire database without first decomposing ..."
Abstract
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Cited by 233 (15 self)
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Hierarchical dynamic simplification (HDS) is a new approach to the problem of simplifying arbitrary polygonal environments. HDS operates dynamically, retessellating the scene continuously as the user’s viewing position shifts, and adaptively, processing the entire database without first decomposing the environment into individual objects. The resulting system allows real-time display of very complex polygonal CAD models consisting of thousands of parts and hundreds of thousands of polygons. HDS supports various preprocessing algorithms and various run-time criteria, providing a general framework for dynamic viewdependent simplification. Briefly, HDS works by clustering vertices together in a hierarchical fashion. The simplification process continuously queries this hierarchy to generate a scene containing only those polygons that are important from the current viewpoint. When the volume of space associated with a vertex cluster occupies less than a user-specified amount of the screen, all vertices within that cluster are collapsed together and degenerate polygons filtered out. HDS maintains an active list of visible polygons for rendering. Since frame-to-frame movements typically involve small changes in viewpoint, and therefore modify the active list by only a few polygons, the method takes advantage of temporal coherence for greater speed.
Real-Time, Continuous Level of Detail Rendering of Height Fields
, 1996
"... We present an algorithm for real-time level of detail reduction and display of high-complexity polygonal surface data. The algorithm uses a compact and efficient regular grid representation, and employs a variable screen-space threshold to bound the maximum error of the projected image. A coarse lev ..."
Abstract
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Cited by 222 (12 self)
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We present an algorithm for real-time level of detail reduction and display of high-complexity polygonal surface data. The algorithm uses a compact and efficient regular grid representation, and employs a variable screen-space threshold to bound the maximum error of the projected image. A coarse level of simplification is performed to select discrete levels of detail for blocks of the surface mesh, followed by further simplification through repolygonalization in which individual mesh vertices are considered for removal. These steps compute and generate the appropriate level of detail dynamically in real-time, minimizing the number of rendered polygons and allowing for smooth changes in resolution across areas of the surface. The algorithm has been implemented for approximating and rendering digital terrain models and other height fields, and consistently performs at interactive frame rates with high image quality.
Visual Navigation of Large Environments Using Textured Clusters
- In 1995 Symposium on Interactive 3D Graphics
, 1995
"... A visual navigation system is described which uses texture mapped primitives to represent clusters of objects to maintain high and approximately constant frame rates. In cases where there are more unoccluded primitives inside the viewing frustum than can be drawn in real-time on the workstation, thi ..."
Abstract
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Cited by 189 (1 self)
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A visual navigation system is described which uses texture mapped primitives to represent clusters of objects to maintain high and approximately constant frame rates. In cases where there are more unoccluded primitives inside the viewing frustum than can be drawn in real-time on the workstation, this system ensures that each visible object, or a cluster that includes it, is drawn in each frame. The system also supports the use of traditional "level-of-detail" representations for individual objects, and supports the automatic generation of a certain type of level-of-detail for objects and clusters of objects. The system supports the concept of choosing a representation from among those associated with an object that accounts for the direction from which the object is viewed. The system as a whole can be viewed as a generalization of the level-of-detail concept, where the entire scene is stored as a hierarchy of levels-of-detail that is traversed top-down to find a good representation fo...
Cg: A system for programming graphics hardware in a c-like language
- ACM Transactions on Graphics
, 2003
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Interactive Rendering with Coherent Ray Tracing
- Computer Graphics Forum
, 2001
"... For almost two decades researchers have argued that ray tracing will eventually become faster than the rasterization technique that completely dominates todays graphics hardware. However, this has not happened yet. Ray tracing is still exclusively being used for off-line rendering of photorealistic ..."
Abstract
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Cited by 169 (40 self)
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For almost two decades researchers have argued that ray tracing will eventually become faster than the rasterization technique that completely dominates todays graphics hardware. However, this has not happened yet. Ray tracing is still exclusively being used for off-line rendering of photorealistic images and it is commonly believed that ray tracing is simply too costly to ever challenge rasterization-based algorithms for interactive use. However, there is hardly any scientific analysis that supports either point of view. In particular there is no evidence of where the crossover point might be, at which ray tracing would eventually become faster, or if such a point does exist at all.
Approximating Polyhedra with Spheres for Time-Critical Collision Detection
- ACM Transactions on Graphics
, 1996
"... This paper presents a method for approximating polyhedral objects to support a timecritical collision-detection algorithm. The approximations are hierarchies of spheres, and they allow the time-critical algorithm to progressively refine the accuracy of its detection, stopping as needed to maintain ..."
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Cited by 162 (1 self)
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This paper presents a method for approximating polyhedral objects to support a timecritical collision-detection algorithm. The approximations are hierarchies of spheres, and they allow the time-critical algorithm to progressively refine the accuracy of its detection, stopping as needed to maintain the real-time performance essential for interactive applications. The key to this approach is a preprocess that automatically builds tightly fitting hierarchies for rigid and articulated objects. The preprocess uses medial-axis surfaces, which are skeletal representations of objects. These skeletons guide an optimization technique that gives the hierarchies accuracy properties appropriate for collision detection. In a sample application, hierarchies built this way allow the time-critical collision-detection algorithm to have acceptable accuracy, improving significantly on that possible with hierarchies built by previous techniques. The performance of the time-critical algorithm in this appli...
Collision Detection for Interactive Graphics Applications
- IEEE Transactions on Visualization and Computer Graphics
, 1995
"... Solid objects in the real world do not pass through each other when they collide. Enforcing this property of "solidness" is important in many interactive graphics applications; for example, solidness makes virtual reality more believable, and solidness is essential for the correctness of vehicle sim ..."
Abstract
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Cited by 161 (5 self)
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Solid objects in the real world do not pass through each other when they collide. Enforcing this property of "solidness" is important in many interactive graphics applications; for example, solidness makes virtual reality more believable, and solidness is essential for the correctness of vehicle simulators. These applications use a collision-detection algorithm to enforce the solidness of objects. Unfortunately, previous collision-detection algorithms do not adequately address the needs of interactive applications. To work in these applications, a collision-detection algorithm must run at real-time rates, even when many objects can collide, and it must tolerate objects whose motion is specified "on the fly" by a user. This dissertation describes a new collision-detection algorithm that meets these criteria through approximation and graceful degradation, elements of time-critical computing. The algorithm is not only fast but also interruptible, allowing an application to trade accuracy ...
A survey of visibility for walkthrough applications
- IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER
, 2003
"... Visibility algorithms for walkthrough and related applications have grown into a significant area, spurred by the growth in the complexity of models and the need for highly interactive ways of navigating them. In this survey, we review the fundamental issues in visibility and conduct an overview of ..."
Abstract
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Cited by 128 (8 self)
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Visibility algorithms for walkthrough and related applications have grown into a significant area, spurred by the growth in the complexity of models and the need for highly interactive ways of navigating them. In this survey, we review the fundamental issues in visibility and conduct an overview of the visibility culling techniques developed in the last decade. The taxonomy we use distinguishes between point-based and from-region methods. Point-based methods are further subdivided into object and image-precision techniques, while from-region approaches can take advantage of the cell-and-portal structure of architectural environments or handle generic scenes.
Multiresolution Modeling: Survey & Future Opportunities
, 1999
"... For twenty years, it has been clear that many datasets are excessively complex for applications such as real-time display, and that techniques for controlling the level of detail of models are crucial. More recently, there has been considerable interest in techniques for the automatic simplificati ..."
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Cited by 106 (6 self)
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For twenty years, it has been clear that many datasets are excessively complex for applications such as real-time display, and that techniques for controlling the level of detail of models are crucial. More recently, there has been considerable interest in techniques for the automatic simplification of highly detailed polygonal models into faithful approximations using fewer polygons. Several effective techniques for the automatic simplification of polygonal models have been developed in recent years. This report begins with a survey of the most notable available algorithms. Iterative edge contraction algorithms are of particular interest because they induce a certain hierarchical structure on the surface. An overview of this hierarchical structure is presented,including a formulation relating it to minimum spanning tree construction algorithms. Finally, we will consider the most significant directions in which existing simplification methods can be improved, and a summary of o...
Avocado: A distributed virtual reality framework
, 1999
"... We present Avocado, our object-oriented framework for the development of distributed, interactive VE applications. Data distribution is achieved by transparent replication of a shared scene graph among the participating processes of a distributed application. A sophisticated group communication syst ..."
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Cited by 104 (2 self)
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We present Avocado, our object-oriented framework for the development of distributed, interactive VE applications. Data distribution is achieved by transparent replication of a shared scene graph among the participating processes of a distributed application. A sophisticated group communication system is used to guarantee state consistency even in the presence of late joining and leaving processes. We also describe how the familiar dataflow graph found in modern stand-alone 3D-application toolkits extends nicely to the distributed case. 1.

