Real-time appearance preserving out-of-core rendering with shadows

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Date
2004
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
Despite recent advances in finding efficient LOD-representations for gigantic 3D objects, rendering of complex, gigabyte-sized models and environments is still a challenging task, especially under real-time constraints and high demands on the visual accuracy. The two general approaches are using either a polygon- or a point-based representation for the simplified geometry. With the polygon-based approaches high frame rates can be achieved by sacrificing the exact appearance and thus the image quality. Point-based approaches on the other hand preserve higher image quality at the cost of higher primitive counts and therefore lower frame rates. In this paper we present a new hybrid point-polygon LOD algorithm for real-time rendering of complex models and environments including shadows. While rendering different LODs, we preserve the appearance of an object by using a novel error measure for simplification which allows us to steer the LOD generation in such a way that the geometric as well as the appearance deviation is bounded in image space. Additionally, to enhance the perception of the models shadows should be used. We present a novel LOD selection and prefetching method for real-time rendering of hard shadows. In contrast to the only currently available method for out-of-core shadow generation, our approach entirely runs on a single CPU system.
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@inproceedings{
:10.2312/EGWR/EGSR04/069-079
, booktitle = {
Eurographics Workshop on Rendering
}, editor = {
Alexander Keller and Henrik Wann Jensen
}, title = {{
Real-time appearance preserving out-of-core rendering with shadows
}}, author = {
Guthe, Michael
and
Borodin, Pavel
and
Balázs, Ákos
and
Klein, Reinhard
}, year = {
2004
}, publisher = {
The Eurographics Association
}, ISSN = {
1727-3463
}, ISBN = {
3-905673-12-6
}, DOI = {
/10.2312/EGWR/EGSR04/069-079
} }
Citation