This thesis investigates the effectiveness of using pre-computed scenes to accelerate on-line culling and rendering during virtual walkthroughs of large, irregular environ-ments. Maintaining a high frame rate is essential for a realistic virtual walkthrough ex-perience. For a large, irregular outdoor environment where most objects are visible, visibility-based algorithms for reducing the number of polygons to be rendered are often not applicable. Approximation algorithms that simplify individual objects or clusters of objects often require cost-benefit heuristics to select the best representa-tion. With new hardware support for texture mapping, a scheme that approximates parts of the scene as texture maps can be realized. This thesis presen...
As the visual effect and movie industries are striving for realism and high fidelity images, physica...
In computer graphics, the goal of photorealistic rendering algorithms is to create con-vincing image...
This paper describes a fast algorithm, based on occlusion culling, for rendering complex urban envir...
Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer S...
Rendering of large terrain is common problem in 3D computer graphics. Even if we have high-tech hard...
Interactive navigation of very large-scale terrain environment involves many difficulties because of...
The computational requirements of high-quality, real-time rendering exceeds the limits of generally ...
One of the biggest problems in computer graphics is displaying huge geometric models at interactive ...
We present a 3D data streaming approach for remote walkthroughs, that integrates local optimization ...
This paper presents new approximated visibility algorithms. The aim is to develop output sensitive a...
Graphic Processing Units (GPUs) are getting more powerful and are currently capable of displaying mi...
This paper presents new approximated visibility algorithms. The aim is to develop output sensitive a...
This thesis deals with rendering of large scale terrain. The first part describes theory of terrain ...
Interactively rendering geo-spatial scenery is a recurring theme in game development. This paper dem...
Level of detail algorithms have widely been implemented in architectural VR walkthroughs and video g...
As the visual effect and movie industries are striving for realism and high fidelity images, physica...
In computer graphics, the goal of photorealistic rendering algorithms is to create con-vincing image...
This paper describes a fast algorithm, based on occlusion culling, for rendering complex urban envir...
Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer S...
Rendering of large terrain is common problem in 3D computer graphics. Even if we have high-tech hard...
Interactive navigation of very large-scale terrain environment involves many difficulties because of...
The computational requirements of high-quality, real-time rendering exceeds the limits of generally ...
One of the biggest problems in computer graphics is displaying huge geometric models at interactive ...
We present a 3D data streaming approach for remote walkthroughs, that integrates local optimization ...
This paper presents new approximated visibility algorithms. The aim is to develop output sensitive a...
Graphic Processing Units (GPUs) are getting more powerful and are currently capable of displaying mi...
This paper presents new approximated visibility algorithms. The aim is to develop output sensitive a...
This thesis deals with rendering of large scale terrain. The first part describes theory of terrain ...
Interactively rendering geo-spatial scenery is a recurring theme in game development. This paper dem...
Level of detail algorithms have widely been implemented in architectural VR walkthroughs and video g...
As the visual effect and movie industries are striving for realism and high fidelity images, physica...
In computer graphics, the goal of photorealistic rendering algorithms is to create con-vincing image...
This paper describes a fast algorithm, based on occlusion culling, for rendering complex urban envir...