We present a new method for accelerating the rendering of complex static scenes. The technique is applicable to unstructured scenes containing arbitrary geometric primitives and has sublinear asymptotic complexity. Our approach is to construct a spatial hierarchy of cells over the scene and to associate with each cell a simplified representation of its contents. The scene is then rendered using a traversal of the hierarchy in which a cell's approximation is drawn instead of its contents if the approximation is sufficiently accurate. We apply the method to several different scenes and demonstrate significant speedups with little image degradation. We also exhibit and discuss some of the artifacts that our approximation may cause
One of the main goals of computer graphics is the fast synthesis of photorealistic image of virtual ...
International audienceWe introduce a new data structure in the form of a light hierarchy for efficie...
We present a novel method for massively parallel hierarchical scene processing on the GPU, which is ...
The efficient synthesis of computer generated images for large three-dimensional models is one of th...
This paper gives an overview of image-based representations commonly used for reducing the geometric...
grantor: University of TorontoThe high cost of Ray Tracing image rendering has driven many...
In this paper we address the problem of fast construction of spatial hierarchies for ray tracing wit...
In this paper we address the problem of fast construction of spatial hierarchies for ray tracing wit...
This paper introduces one way how to define in a mathematically correct way the complexity of the po...
We propose a fast algorithm for rendering general irregular grids. Our method uses a sweep-plane app...
Modeling and displaying complex objects in Computer Graphics often requires using multiple levels of...
Figure 1: Screenshots from an animated 180,000 triangle scene with moving dragony, fairy, and plants...
One of the biggest problems in computer graphics is displaying huge geometric models at interactive ...
The predictive hierarchical level of detail optimization algorithm of Mason and Blake is experimenta...
The geometric structure inherent in the definition of the shapes of three-dimensional objects and en...
One of the main goals of computer graphics is the fast synthesis of photorealistic image of virtual ...
International audienceWe introduce a new data structure in the form of a light hierarchy for efficie...
We present a novel method for massively parallel hierarchical scene processing on the GPU, which is ...
The efficient synthesis of computer generated images for large three-dimensional models is one of th...
This paper gives an overview of image-based representations commonly used for reducing the geometric...
grantor: University of TorontoThe high cost of Ray Tracing image rendering has driven many...
In this paper we address the problem of fast construction of spatial hierarchies for ray tracing wit...
In this paper we address the problem of fast construction of spatial hierarchies for ray tracing wit...
This paper introduces one way how to define in a mathematically correct way the complexity of the po...
We propose a fast algorithm for rendering general irregular grids. Our method uses a sweep-plane app...
Modeling and displaying complex objects in Computer Graphics often requires using multiple levels of...
Figure 1: Screenshots from an animated 180,000 triangle scene with moving dragony, fairy, and plants...
One of the biggest problems in computer graphics is displaying huge geometric models at interactive ...
The predictive hierarchical level of detail optimization algorithm of Mason and Blake is experimenta...
The geometric structure inherent in the definition of the shapes of three-dimensional objects and en...
One of the main goals of computer graphics is the fast synthesis of photorealistic image of virtual ...
International audienceWe introduce a new data structure in the form of a light hierarchy for efficie...
We present a novel method for massively parallel hierarchical scene processing on the GPU, which is ...