Efficient View-Dependent Out-of-Core Visualization

In proceedings of The 4th International Conference on Virtual Reality and its Application in Industry (VRAI '2003), Oct. 2003
Presented at The 4th International Conference on Virtual Reality and its Application in Industry (VRAI '2003)
 

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 on 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 view-dependent rendering technique which allows for the natural incorporation of state-of-the-art culling, simplification, compression and prefetching techniques.

Keywords: large model visualization, out-of-core algorithms

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Bibtex

@INPROCEEDINGS{guthe-2003-efficient,
      author = {Guthe, Michael and Borodin, Pavel and Klein, Reinhard},
       title = {Efficient View-Dependent Out-of-Core Visualization},
   booktitle = {The 4th International Conference on Virtual Reality and its Application in Industry (VRAI '2003)},
        year = {2003},
       month = oct,
    keywords = {large model visualization, out-of-core algorithms},
    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 on 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 view-dependent rendering technique which allows
                for the natural incorporation of state-of-the-art culling, simplification, compression and
                prefetching techniques.},
  conference = {The 4th International Conference on Virtual Reality and its Application in Industry (VRAI '2003)}
}