Results 1  10
of
54
Adaptive TetraPuzzles: Efficient OutofCore Construction and Visualization of Gigantic Multiresolution Polygonal Models
 ACM Transactions on Graphics
, 2004
"... We describe an efficient technique for outofcore construction and accurate viewdependent visualization of very large surface models. The method uses a regular conformal hierarchy of tetrahedra to spatially partition the model. Each tetrahedral cell contains a precomputed simplified version of the ..."
Abstract

Cited by 83 (32 self)
 Add to MetaCart
We describe an efficient technique for outofcore construction and accurate viewdependent visualization of very large surface models. The method uses a regular conformal hierarchy of tetrahedra to spatially partition the model. Each tetrahedral cell contains a precomputed simplified version of the original model, represented using cache coherent indexed strips for fast rendering. The representation is constructed during a finetocoarse simplification of the surface contained in diamonds (sets of tetrahedral cells sharing their longest edge). The construction preprocess operates outofcore and parallelizes nicely. Appropriate boundary constraints are introduced in the simplification to ensure that all conforming selective subdivisions of the tetrahedron hierarchy lead to correctly matching surface patches. For each frame at runtime, the hierarchy is traversed coarsetofine to select diamonds of the appropriate resolution given the view parameters. The resulting system can interatively render high quality views of outofcore models of hundreds of millions of triangles at over 40Hz (or 70M triangles/s) on current commodity graphics platforms.
Isosurface Computation Made Simple: Hardware Acceleration, Adaptive Refinement and Tetrahedral Stripping
 In Joint Eurographics  IEEE TVCG Symposium on Visualization (VisSym
, 2004
"... This paper presents a simple approach for rendering isosurfaces of a scalar field. Using the vertex programming capability of commodity graphics cards, we transfer the cost of computing an isosurface from the Central Processing Unit (CPU), running the main application, to the Graphics Processing U ..."
Abstract

Cited by 51 (2 self)
 Add to MetaCart
This paper presents a simple approach for rendering isosurfaces of a scalar field. Using the vertex programming capability of commodity graphics cards, we transfer the cost of computing an isosurface from the Central Processing Unit (CPU), running the main application, to the Graphics Processing Unit (GPU), rendering the images. We consider a tetrahedral decomposition of the domain and draw one quadrangle (quad) primitive per tetrahedron. A vertex program transforms the quad into the piece of isosurface within the tetrahedron (see Figure 2). In this way, the main application is only devoted to streaming the vertices of the tetrahedra from main memory to the graphics card. For adaptively refined rectilinear grids, the optimization of this streaming process leads to the definition of a new 3D spacefilling curve, which generalizes the 2D Sierpinski curve used for efficient rendering of triangulated terrains. We maintain the simplicity of the scheme when constructing viewdependent adaptive refinements of the domain mesh. In particular, we guarantee the absence of Tjunctions by satisfying local bounds in our nested error basis. The expensive stage of fixing cracks in the mesh is completely avoided. We discuss practical tradeoffs in the distribution of the workload between the application and the graphics hardware. With current GPU's it is convenient to perform certain computations on the main CPU. Beyond the performance considerations that will change with the new generations of GPU's this approach has the major advantage of avoiding completely the storage in memory of the isosurface vertices and triangles.
A survey of the marching cubes algorithm
, 2006
"... A survey of the development of the marching cubes algorithm [W. Lorensen, H. Cline, Marching cubes: a high resolution 3D surface construction algorithm. Computer Graphics 1987; 21(4):163–9], a wellknown cellbycell method for extraction of isosurfaces from scalar volumetric data sets, is presented ..."
Abstract

Cited by 45 (0 self)
 Add to MetaCart
A survey of the development of the marching cubes algorithm [W. Lorensen, H. Cline, Marching cubes: a high resolution 3D surface construction algorithm. Computer Graphics 1987; 21(4):163–9], a wellknown cellbycell method for extraction of isosurfaces from scalar volumetric data sets, is presented. The paper’s primary aim is to survey the development of the algorithm and its computational properties, extensions, and limitations (including the attempts to resolve its limitations). A rich body of publications related to this aim are included. Representative applications and spinoff work are also considered and related techniques are briefly discussed.
QuickVDR: Interactive viewdependent rendering of massive models
 IEEE VISUALIZATION
, 2004
"... We present a novel approach for interactive viewdependent rendering of massive models. Our algorithm combines viewdependent simplification, occlusion culling, and outofcore rendering. We represent the model as a clustered hierarchy of progressive meshes (CHPM). We use the cluster hierarchy for c ..."
Abstract

Cited by 40 (8 self)
 Add to MetaCart
We present a novel approach for interactive viewdependent rendering of massive models. Our algorithm combines viewdependent simplification, occlusion culling, and outofcore rendering. We represent the model as a clustered hierarchy of progressive meshes (CHPM). We use the cluster hierarchy for coarsegrained selective refinement and progressive meshes for finegrained local refinement. We present an outofcore algorithm for computation of a CHPM that includes cluster decomposition, hierarchy generation, and simplification. We make use of novel cluster dependencies in the preprocess to generate crackfree, drastic simplifications at runtime. The clusters are used for occlusion culling and outofcore rendering. We add a frame of latency to the rendering pipeline to fetch newly visible clusters from the disk and to avoid stalls. The CHPM reduces the refinement cost for viewdependent rendering by more than an order of magnitude as compared to a vertex hierarchy. We have implemented our algorithm on a desktop PC. We can render massive CAD, isosurface, and scanned models, consisting of tens or a few hundreds of millions of triangles at 10−35 frames per second with little loss in image quality.
Layered Point Clouds: a Simple and Efficient Multiresolution Structure for Distributing and Rendering Gigantic PointSampled Models
, 2004
"... We recently introduced an efficient multiresolution structure for distributing and rendering very large point sampled models on consumer graphics platforms [1]. The structure is based on a hierarchy of precomputed objectspace point clouds, that are combined coarseto fine at rendering time to local ..."
Abstract

Cited by 22 (6 self)
 Add to MetaCart
We recently introduced an efficient multiresolution structure for distributing and rendering very large point sampled models on consumer graphics platforms [1]. The structure is based on a hierarchy of precomputed objectspace point clouds, that are combined coarseto fine at rendering time to locally adapt sample densities according to the projected size in the image. The progressive block based refinement nature of the rendering traversal exploits onboard caching and object based rendering APIs, hides outofcore data access latency through speculative prefetching, and lends itself well to incorporate backface, view frustum, and occlusion culling, as well as compression and viewdependent progressive transmission. The resulting system allows rendering of complex outofcore models at high frame rates (over 60M rendered points/second), supports network streaming, and is fundamentally simple to implement. We demonstrate the efficiency of the approach on a number of very large models, stored on local disks or accessed through a consumer level broadband network, including a massive 234M samples isosurface generated by a compressible turbulence simulation and a 167M samples model of Michelangelo's St. Matthew. Many of the details of our framework were presented in a previous study. We here provide a more thorough exposition, but also significant new material, including the presentation of a higher quality bottomup construction method and additional qualitative and quantitative results.
Interactive pointbased isosurface extraction
 IEEE Visualization
, 2004
"... color represent different levels of the mask hierarchy We propose a novel pointbased approach to view dependent isosurface extraction. We introduce a fast visibility query system for the view dependent traversal, which exhibits moderate memory requirements. This technique allows for an interactive ..."
Abstract

Cited by 17 (0 self)
 Add to MetaCart
(Show Context)
color represent different levels of the mask hierarchy We propose a novel pointbased approach to view dependent isosurface extraction. We introduce a fast visibility query system for the view dependent traversal, which exhibits moderate memory requirements. This technique allows for an interactive interrogation of the full visible woman dataset (1GB) at four to fifteen frames per second on a desktop computer. The pointbased approach is built on an extraction scheme that classifies different sections of the isosurface into four categories, depending on the size of the geometry when projected onto the screen. In particular, we use points to represent small and subpixel triangles, as well as larger sections of the isosurface whose projection has subpixel size. To assign consistent and robust normals to individual points representing such regions, we propose to compute them during post processing of the extracted isosurface and provide the corresponding hardware implementation.
Encoding Volumetric Grids For Streaming Isosurface Extraction
 in 3DPVT, 2003
, 2004
"... Gridded volumetric data sets representing simulation or tomography output are commonly visualized by displaying a triangulated isosurface for a particular isovalue. When the grid is stored in a standard format, the entire volume must be loaded from disk, even though only a fraction of the grid cells ..."
Abstract

Cited by 17 (3 self)
 Add to MetaCart
(Show Context)
Gridded volumetric data sets representing simulation or tomography output are commonly visualized by displaying a triangulated isosurface for a particular isovalue. When the grid is stored in a standard format, the entire volume must be loaded from disk, even though only a fraction of the grid cells may intersect the isosurface.
A survey on data structures for levelofdetail models
 Advances in Multiresolution for Geometric Modelling, Series in Mathematics and Visualization
, 2004
"... Summary. In this paper we survey some of the major data structures for encoding Level Of Detail (LOD) models. We classify LOD data structures according to the dimensionality of the basic structural element they represent into point, triangle, and tetrahedronbased data structures. Within each clas ..."
Abstract

Cited by 15 (2 self)
 Add to MetaCart
(Show Context)
Summary. In this paper we survey some of the major data structures for encoding Level Of Detail (LOD) models. We classify LOD data structures according to the dimensionality of the basic structural element they represent into point, triangle, and tetrahedronbased data structures. Within each class we will review singlelevel data structures, general data structures for LOD models based on irregular meshes as well as more specialized data structures that assume a certain (semi) regularity of the data. 1
GPU construction and transparent rendering of isosurface
 Proceedings Vision, Modeling and Visualization 2005
, 2005
"... Isosurface construction and rendering on programmable graphics hardware has recently been shown for tetrahedral grids. In this paper, we present a novel edgebased approach that avoids redundant computations of edge–surface intersections. We show how to achieve a significant performance gain by con ..."
Abstract

Cited by 15 (1 self)
 Add to MetaCart
(Show Context)
Isosurface construction and rendering on programmable graphics hardware has recently been shown for tetrahedral grids. In this paper, we present a novel edgebased approach that avoids redundant computations of edge–surface intersections. We show how to achieve a significant performance gain by considering intrinsic features of recent GPUs. The isosurface extraction process is reformulated in a way that reduces both numerical computations and memory access operations. A spanspace data structure allows us to avoid the processing of elements not intersected by the selected surface. Finally, to allow for the rendering of transparent surfaces, a GPU sorting routine is integrated
Dual contouring with topologypreserving simplification using enhanced cell representation
 in VIS ’04: Proceedings of the conference on Visualization ’04
, 2004
"... Figure 1: Simplifying the zeroisosurface of a directed distance volume of 256 3 using our topologypreserving isosurface simplification algorithm. Although the cylinders and the box are very close to each other, they don’t touch, and thus there are several disconnected surface components in this vo ..."
Abstract

Cited by 15 (1 self)
 Add to MetaCart
(Show Context)
Figure 1: Simplifying the zeroisosurface of a directed distance volume of 256 3 using our topologypreserving isosurface simplification algorithm. Although the cylinders and the box are very close to each other, they don’t touch, and thus there are several disconnected surface components in this volume. Note that disconnected surface components are assigned different materials and are clustered independently. (a) δ 2 = 0 and t = 97K. (b)δ 2 = 10 −6 and t = 23K. (c)δ 2 = 10 −4 and t = 2494. (δ 2: quadric error threshold, t: triangle count.) We present a fast, topologypreserving approach for isosurface simplification. The underlying concept behind our approach is to preserve the disconnected surface components in cells during isosurface simplification. We represent isosurface components in a novel representation, called enhanced cell, where each surface component in a cell is represented by a vertex and its connectivity information. A topologypreserving vertex clustering algorithm is applied to build a vertex octree. An enhanced dual contouring algorithm is applied to extract errorbounded multiresolution isosurfaces from the vertex octree while preserving the finest resolution isosurface topology. Cells containing multiple vertices are properly handled during contouring. Our approach demonstrates better results than existing octreebased simplification techniques.