Optimized view-dependent rendering for large polygonal datasets (original) (raw)
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A Hybrid LOD-Sprite Technique for Interactive Rendering of Large Datasets
1999
We present a new rendering technique, termed LOD-sprite rendering, which uses a combination of a level-of-detail (LOD) representation of the scene together with reusing image sprites (previously rendered images). Our primary application is an acceleration technique for virtual environment navigation. The LOD-sprite technique renders an initial frame using a full-resolution model of the scene geometry. It renders subsequent frames with a much lower-resolution model of the scene geometry and texture-maps each polygon with the image sprite from the initial full-resolution frame. As it renders these subsequent frames the technique measures the error associated with each low-resolution polygon, and uses this to decide when to re-render the scene using the fullresolution model. The LOD-sprite technique can be efficiently implemented in texture-mapping graphics hardware. The LOD-sprite technique is thus a combination of two currently very active thrusts in computer graphics: level-of-detail representations and image-based modeling and rendering (IBMR) techniques. The LOD-sprite technique is different from most previous IBMR techniques in that they typically model the texture-map as a quadrilateral, as opposed to a lower-resolution scene model. This scene model, even if only composed of a few polygons, greatly increases the range of novel views that can be interpolated before unacceptable distortions arise. Also unlike previous LOD techniques, the LOD-sprite algorithm dynamically updates the image sprite every several frames. The LOD-sprite technique can be implemented with any LOD decomposition.
Efficient view-dependent out-of-core visualization
Fourth International Conference on Virtual Reality and Its Applications in Industry, 2004
Hierarchical levels of details (HLODs) have proven to be an efficient way to visualize complex environments and models even in an out-of-core system. Large objects are partitioned into a spatial hierarchy and on each node a level of detail is generated for efficient view-dependent rendering. To ensure correct matching between adjacent nodes in the hierarchy care has to be taken to prevent cracks along the cuts. This either leads to severe simplification constraints at the cuts and thus to a significantly higher number of triangles or the need for a costly runtime stitching of these nodes. In this paper we present an out-of-core visualization algorithm that overcomes this problem by filling the cracks generated by the simplification algorithm with appropriately shaded fat borders. Furthermore, several minor yet important improvements of previous approaches are made. This way we come up with a simple nevertheless efficient view-dependent rendering technique which allows for the natural incorporation of state-of-the-art culling, simplification, compression and prefetching techniques.
Interactive rendering of large unstructured grids using dynamic level-of-detail
2005
Abstract We describe a new dynamic level-of-detail (LOD) technique that allows real-time rendering of large tetrahedral meshes. Unlike approaches that require hierarchies of tetrahedra, our approach uses a subset of the faces that compose the mesh. No connectivity is used for these faces so our technique eliminates the need for topological information and hierarchical data structures. By operating on a simple set of triangular faces, our algorithm allows a robust and straightforward graphics hardware (GPU) implementation.
Abstract rendering: out-of-core rendering for information visualization
Visualization and Data Analysis 2014, 2013
As visualization is applied to larger data sets residing in more diverse hardware environments, visualization frameworks need to adapt. Rendering techniques are currently a major limiter since they tend to be built around central processing with all of the geometric data present. This is not a fundamental requirement of information visualization. This paper presents Abstract Rendering (AR), a technique for eliminating the centralization requirement while preserving some forms of interactivity. AR is based on the observation that pixels are fundamentally bins, and that rendering is essentially a binning process on a lattice of bins. By providing a more flexible binning process, the majority of rendering can be done with the geometric information stored out-of-core. Only the bin representations need to reside in memory. This approach enables: (1) rendering on large datasets without requiring large amounts of working memory, (2) novel and useful control over image composition, (3) a direct means of distributing the rendering task across processes, and (4) high-performance interaction techniques on large datasets. This paper introduces AR in a theoretical context, provides an overview of an implementation, and discusses how it has been applied to large-scale data visualization problems.
Parallel Construction of View-Dependence Tree
In this paper we are presenting a novel approach to parallelize the construction of view-dependence tree for large datasets. This has the potential to influence the generation and acquisition of graphics datasets based on visualization-assisted human feedback. We present two algorithms that perform parallel construction of the view-dependence tree-an easy to implement simple algorithm and an efficient accurate lock-free algorithm. The first-block-based algorithm-divides the input polygonal mesh into mutually exclusive, collectively exhaustive subsets such that the processing of each subset could be performed in parallel. The second algorithm performs the lock-free construction (of the view-dependence tree) in an iterative manner. At each iteration, it selects a set of independent edges, then performs vertex-pair collapse in parallel for all the edges in the selected set. We have found that the second algorithm produces better view-dependences tree and provides an efficient use of the available processors.
Efficient view-dependent out-of-core visualization
2003
Hierarchical levels of details (HLODs) have proven to be an efficient way to visualize complex environments and models even in an out-of-core system. Large objects are partitioned into a spatial hierarchy and on each node a level of detail is generated for efficient view-dependent rendering. To ensure correct matching between adjacent nodes in the hierarchy care has to be taken to prevent cracks along the cuts. This either leads to severe simplification constraints at the cuts and thus to a significantly higher number of triangles or the need for a costly runtime stitching of these nodes. In this paper we present an out-of-core visualization algorithm that overcomes this problem by filling the cracks generated by the simplification algorithm with appropriately shaded fat borders. Furthermore, several minor yet important improvements of previous approaches are made. This way we come up with a simple nevertheless efficient view-dependent rendering technique which allows for the natural incorporation of state-of-the-art culling, simplification, compression and prefetching techniques.
Adaptive real-time level-of-detail based rendering for polygonal models
IEEE Transactions on Visualization and Computer Graphics, 1997
We present an algorithm for performing adaptive real-time level-of-detail-based rendering for triangulated polygonal models. The simplifications are dependent on viewing direction, lighting, and visibility and are performed by taking advantage of image-space, object-space, and frame-to-frame coherences. In contrast to the traditional approaches of precomputing a fixed number of level-of-detail representations for a given object our approach involves statically generating a continuous level-ofdetail representation for the object. This representation is then used at run-time to guide the selection of appropriate triangles for display. The list of displayed triangles is updated incrementally from one frame to the next. Our approach is more effective than the current level-of-detail-based rendering approaches for most scientific visualization applications where there are a limited number of highly complex objects that stay relatively close to the viewer. Our approach is applicable for scalar (such as distance from the viewer) as well as vector (such as normal direction) attributes.
Parallel processing for view-dependent polygonal virtual environments
1999
This paper presents a parallel algorithm for preprocessing as well as real-time navigation of view-dependent virtual environments on shared memory multiprocessors. The algorithm proceeds by hierarchical spatial subdivision of the input dataset by an octree. The parallel algorithm is robust and does not generate any artifacts such as degenerate triangles and mesh foldovers. The algorithm performance scales linearly with increase in the number of processors as well as increase in the input dataset complexity. The resulting visualization performance is fast enough to enable interleaved acquisition and modi cation with interactive visualization.
Lecture Notes in Computer Science, 2004
Interactive rendering of outdoor scenes is currently one of the most important challenges in computer graphics. This article presents a new method of real-time visualization of trees and plants that combines both multiresolution modeling techniques and the dynamic generation of impostors. In our method, trees and plants are represented by continuous view-dependent levels of detail. This enables us to represent many complex tree models with variable resolution. The number of primitives rendered per tree is reduced according to their importance in the scene without loss of leafiness. Furthermore, trees are visualized using dynamic impostors that take advantage of the frame-to-frame coherence inherent in tree-dimensional scenes. The impostors avoid the need to redraw all the geometry of the scene continuously. This method permits visualization of outdoor scenes with a high number of trees in interactive applications such as computer games or virtual reality, adapting the level of detail to the capability of graphic systems.
Displacement Patches for GPU-Oriented View-Dependent Rendering
2008
In this paper we present a new approach for interactive view-dependent rendering of large polygonal datasets, which relies on advanced features of modern graphics hardware. Our preprocessing algorithm starts by generating a simplified representation of the input mesh. It then builds a multiresolution hierarchy for the simplified model. For each face in the hierarchy, it generates and assigns a displacement map that resembles the original surface represented by that face. At runtime, the multiresolution hierarchy is used to select a coarse viewdependent level-of-detail representation, which is sent to the graphics hardware. The GPU then refines the coarse representation by replacing each face with a planar patch, which is elevated according to the assigned displacement map. Initial results show that our implementation achieves quality images at high rates.