Real-Time Out-of-Core Rendering

To appear in the International Journal of Image and Graphics (IJIG), 2006
 

Abstract

Hierarchical levels of details (HLODs) have proven to be an efficient way to visualize complex environments and models even in an out-of-core system. Large objects are partitioned into a spatial hierarchy and for each node a level of detail is generated for efficient view-dependent rendering. To ensure correct matching between adjacent nodes in the hierarchy care has to be taken to prevent cracks along the cuts. This either leads to severe simplification constraints at the cuts and thus to a significantly higher number of triangles or the need for a costly runtime stitching of these nodes.

In this paper we present an out-of-core visualization algorithm that overcomes this problem by filling the cracks generated by the simplification algorithm with appropriately shaded Fat Borders. Furthermore, several minor yet important improvements of previous approaches are made. This way we come up with a simple nevertheless efficient viewdependent rendering technique which allows for the natural incorporation of state-of-theart culling, simplification, compression and prefetching techniques leading to real-time rendering performance of the overall system. Several examples demonstrate the efficiency of our approach.

Stichwörter: complex models/environments, out-of-core algorithms, real-time rendering

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Bibtex

@MISC{guthe-2005-real-time,
        author = {Guthe, Michael and Borodin, Pavel and Klein, Reinhard},
         title = {Real-Time Out-of-Core Rendering},
       journal = {International Journal of Image and Graphics (IJIG)},
          year = {2006},
  howpublished = {To appear in the International Journal of Image and Graphics (IJIG)},
      keywords = {complex models/environments, out-of-core algorithms, real-time rendering},
      abstract = {Hierarchical levels of details (HLODs) have proven to be an efficient way to visualize complex
                  environments and models even in an out-of-core system. Large objects are partitioned into a spatial
                  hierarchy and for each node a level of detail is generated for efficient view-dependent rendering.
                  To ensure correct matching between adjacent nodes in the hierarchy care has to be taken to prevent
                  cracks along the cuts. This either leads to severe simplification constraints at the cuts and thus
                  to a significantly higher number of triangles or the need for a costly runtime stitching of these
                  nodes.
                  
                  In this paper we present an out-of-core visualization algorithm that overcomes this problem by
                  filling the cracks generated by the simplification algorithm with appropriately shaded Fat Borders.
                  Furthermore, several minor yet important improvements of previous approaches are made. This way we
                  come up with a simple nevertheless efficient viewdependent rendering technique which allows for the
                  natural incorporation of state-of-theart culling, simplification, compression and prefetching
                  techniques leading to real-time rendering performance of the overall system. Several examples
                  demonstrate the efficiency of our approach.},
          issn = {0219-4678}
}