Real-Time Appearance Preserving Out-of-Core Rendering with Shadows

A. Keller and H. W. Jensen (Editors)
In: Rendering Techniques 2004 (Proceedings of Eurographics Symposium on Rendering), pages 69-79 + 409, Eurographics Association, June 2004
Presented at Eurographics Symposium on Rendering 2004 (EGSR 2004)
 

Abstract

Despite recent advances in finding efficient LOD-representations for gigantic 3D objects, rendering of complex, gigabyte-sized models and environments is still a challenging task, especially under real-time constraints and high demands on the visual accuracy. The two general approaches are using either a polygon- or a point-based representation for the simplified geometry. With the polygon-based approaches high frame rates can be achieved by sacrificing the exact appearance and thus the image quality. Point-based approaches on the other hand preserve higher image quality at the cost of higher primitive counts and therefore lower frame rates.

In this paper we present a new hybrid point-polygon LOD algorithm for real-time rendering of complex models and environments including shadows. While rendering different LODs, we preserve the appearance of an object by using a novel error measure for simplification which allows us to steer the LOD generation in such a way that the geometric as well as the appearance deviation is bounded in image space. Additionally, to enhance the perception of the models shadows should be used. We present a novel LOD selection and prefetching method for real-time rendering of hard shadows. In contrast to the only currently available method for out-of-core shadow generation, our approach entirely runs on a single CPU system.

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

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Bibtex

@INCOLLECTION{guthe-2004-real-time,
      author = {Guthe, Michael and Borodin, Pavel and Bal{\'a}zs, {\'A}kos and Klein, Reinhard},
      editor = {Keller, A. and Jensen, H. W.},
       pages = {69--79 + 409},
       title = {Real-Time Appearance Preserving Out-of-Core Rendering with Shadows},
   booktitle = {Rendering Techniques 2004 (Proceedings of Eurographics Symposium on Rendering)},
        year = {2004},
       month = jun,
   publisher = {Eurographics Association},
    keywords = {large model visualization, out-of-core algorithms},
    abstract = {Despite recent advances in finding efficient LOD-representations for gigantic 3D objects, rendering
                of complex, gigabyte-sized models and environments is still a challenging task, especially under
                real-time constraints and high demands on the visual accuracy. The two general approaches are using
                either a polygon- or a point-based representation for the simplified geometry. With the
                polygon-based approaches high frame rates can be achieved by sacrificing the exact appearance and
                thus the image quality. Point-based approaches on the other hand preserve higher image quality at
                the cost of higher primitive counts and therefore lower frame rates.
                
                In this paper we present a new hybrid point-polygon LOD algorithm for real-time rendering of complex
                models and environments including shadows. While rendering different LODs, we preserve the
                appearance of an object by using a novel error measure for simplification which allows us to steer
                the LOD generation in such a way that the geometric as well as the appearance deviation is bounded
                in image space. Additionally, to enhance the perception of the models shadows should be used. We
                present a novel LOD selection and prefetching method for real-time rendering of hard shadows. In
                contrast to the only currently available method for out-of-core shadow generation, our approach
                entirely runs on a single CPU system.},
        issn = {1727-3463},
        isbn = {3-905673-12-6},
  conference = {Eurographics Symposium on Rendering 2004 (EGSR 2004)}
}