We present an application of our time-critical multiresolution rendering algorithm to the visual and possibly collaborative exploration of large digital mock-ups. Our technique relies upon a scene description in which objects are represented as multiresolution meshes. We perform a constrained optimization at each frame to choose the resolution of each potentially visible object that generates the best quality image while meeting timing constraints. We present numerical and pictorial results of the experiments performed that support our claim that we can maintain a xed frame-rate even when rendering very large datasets on low-end graphics PCs
International audienceThis paper describes the successful combination of pre-generated and dynamical...
Abstract. A mesh refinement and a mesh simplification algorithm are presented. Both algorithms guara...
This thesis addresses problems fundamental to the creation of interactive 3D graphics appli-cations ...
Scientists at CRS4, the Center for Advanced Studies, Research and Development in Cagliari, Sardinia,...
Very large and geometrically complex scenes, exceeding millions of polygons and hundreds of objects,...
Three dimensional scenes are typically modeled using a single, fixed resolution model of each geomet...
For the past twelve months, we have conducted and completed a joint research entitled "Time- Critica...
Many papers have addressed the problem of achieving real time visualization in interactive applicati...
Three dimensional scenes are typically modeled using a single, fixed resolution model of each geomet...
A major challenge in Virtual Reality is to achieve realism at interactive rates. However, the comput...
Parallel computing has been frequently used for reducing the rendering time of high-fidelity images,...
The computational requirements of high-quality, real-time rendering exceeds the limits of generally ...
Many interactive (real-time) 3D visual simulation applications need large numbers of animated human ...
We present a novel level of detail selection method for real-time rendering, that works on hierarchi...
. A mesh refinement and a mesh simplification algorithm are presented. Both algorithms guarantee a u...
International audienceThis paper describes the successful combination of pre-generated and dynamical...
Abstract. A mesh refinement and a mesh simplification algorithm are presented. Both algorithms guara...
This thesis addresses problems fundamental to the creation of interactive 3D graphics appli-cations ...
Scientists at CRS4, the Center for Advanced Studies, Research and Development in Cagliari, Sardinia,...
Very large and geometrically complex scenes, exceeding millions of polygons and hundreds of objects,...
Three dimensional scenes are typically modeled using a single, fixed resolution model of each geomet...
For the past twelve months, we have conducted and completed a joint research entitled "Time- Critica...
Many papers have addressed the problem of achieving real time visualization in interactive applicati...
Three dimensional scenes are typically modeled using a single, fixed resolution model of each geomet...
A major challenge in Virtual Reality is to achieve realism at interactive rates. However, the comput...
Parallel computing has been frequently used for reducing the rendering time of high-fidelity images,...
The computational requirements of high-quality, real-time rendering exceeds the limits of generally ...
Many interactive (real-time) 3D visual simulation applications need large numbers of animated human ...
We present a novel level of detail selection method for real-time rendering, that works on hierarchi...
. A mesh refinement and a mesh simplification algorithm are presented. Both algorithms guarantee a u...
International audienceThis paper describes the successful combination of pre-generated and dynamical...
Abstract. A mesh refinement and a mesh simplification algorithm are presented. Both algorithms guara...
This thesis addresses problems fundamental to the creation of interactive 3D graphics appli-cations ...