Parallel View-Dependent Out-of-Core Progressive Meshes
dc.contributor.author | Derzapf, Evgenij | en_US |
dc.contributor.author | Menzel, Nicolas | en_US |
dc.contributor.author | Guthe, Michael | en_US |
dc.contributor.editor | Reinhard Koch and Andreas Kolb and Christof Rezk-Salama | en_US |
dc.date.accessioned | 2014-02-01T16:18:25Z | |
dc.date.available | 2014-02-01T16:18:25Z | |
dc.date.issued | 2010 | en_US |
dc.description.abstract | The complexity of polygonal models is growing faster than the ability of graphics hardware to render them in real-time. If a scene contains many models and textures, it is often also not possible to store the entire geometry in the graphics memory. A common way to deal with such models is to use multiple levels of detail (LODs), which represent a model at different complexity levels. With view-dependent progressive meshes it is possible to render complex models in real time, but the whole progressive model must fit into graphics memory. To solve this problem out-of-core algorithms have to be used to load mesh data from external data devices. Hierarchical level of detail (HLOD) algorithms are a common solution for this problem, but they have numerous disadvantages. In this paper, we combine the advantages of view-dependent progressive meshes and HLODs by proposing a new algorithm for real-time view-dependent rendering of huge models. Using a spatial hierarchy we extend parallel view-dependent progressive meshes to support out-of-core rendering. In addition we present a compact data structure for progressive meshes, optimized for parallel GPU-processing and out-of-core memory management. | en_US |
dc.description.seriesinformation | Vision, Modeling, and Visualization (2010) | en_US |
dc.identifier.isbn | 978-3-905673-79-1 | en_US |
dc.identifier.uri | https://doi.org/10.2312/PE/VMV/VMV10/025-032 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): Computer Graphics [I.3.3]: Picture/Image GenerationDisplay algorithms Computer Graphics [I.3.5]: Computational Geometry and Object ModelingCurve, surface, solid, and object representations Computer Graphics [I.3.1]: Hardware architectureParallel processing | en_US |
dc.title | Parallel View-Dependent Out-of-Core Progressive Meshes | en_US |
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