In this paper we present a software approach to managing complexity for haptic rendering of large-scale geometric models, consisting of tens to hundreds of thousands of distinct geometric primitives. A secondary client-side caching mechanism, exploiting partitioning, is used to dynamically update geometry within the locality of a user. Results show that the caching mechanism performs well, and that graphical rendering performance becomes an issue before the caching mechanism fails. The performance penalty of the caching technique was found to be dependent on the type of partitioning method employed
We recently introduced an efficient multiresolution structure for distributing and rendering very la...
When rendering only directly visible objects, ray tracing a few levels of specular reflection from l...
We consider an interactive browsing environment for 3D scenes, which allows for the dynamic optimiza...
The new generation of commodity graphics cards with significant on-board video memory has become wid...
We present an efficient runtime cache to accelerate the display of procedurally displaced and textur...
Figure 1: Three example scenes rendered using sample caching. Using caching during walkthrough anima...
The new generation of commodity graphics cards with significant on-board video memory has become wid...
Figure 1: Some images of our massive procedural world. Although quite simple, the entire scene has a...
International audienceWe present an e cient runtime cache to accelerate the display of procedurally ...
We present a system for rendering very complex 3D models at interactive rates. We select a subset of...
Bus traffic between the graphics subsystem and memory can become a bottleneck when rendering geometr...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...
In this paper, an extendable volumetric representation based on run-lengths called spatial run-lengt...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...
We recently introduced an efficient multiresolution structure for distributing and rendering very la...
When rendering only directly visible objects, ray tracing a few levels of specular reflection from l...
We consider an interactive browsing environment for 3D scenes, which allows for the dynamic optimiza...
The new generation of commodity graphics cards with significant on-board video memory has become wid...
We present an efficient runtime cache to accelerate the display of procedurally displaced and textur...
Figure 1: Three example scenes rendered using sample caching. Using caching during walkthrough anima...
The new generation of commodity graphics cards with significant on-board video memory has become wid...
Figure 1: Some images of our massive procedural world. Although quite simple, the entire scene has a...
International audienceWe present an e cient runtime cache to accelerate the display of procedurally ...
We present a system for rendering very complex 3D models at interactive rates. We select a subset of...
Bus traffic between the graphics subsystem and memory can become a bottleneck when rendering geometr...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...
In this paper, an extendable volumetric representation based on run-lengths called spatial run-lengt...
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved i...
We recently introduced an efficient multiresolution structure for distributing and rendering very la...
When rendering only directly visible objects, ray tracing a few levels of specular reflection from l...
We consider an interactive browsing environment for 3D scenes, which allows for the dynamic optimiza...