Title: State of the Art Research
1State of the Art Research
- JunHyeok Heo
- HyungSeok Kim
- Computer Sciene Dept. of KAIST
2The State of the Art Culling
- JunHyeok Heo
- Department of Computer Science, KAIST
3Objective
Culling
Remove perceptually unimportant polygons
Remove invisible polygons
Keep a superset of visible polygons
Conservative Visibility
4Difficulties
Culling
- There are always some situations which results in
a negative gain - The entire scene resides within the view frustum
- Very low depth complexity
- How to maximize gain
- maximize the saved time in rendering minimize
the number of polygons - minimize the computational overhead in runtime
- Preprocessing of static parts of scene
5Culling
6Classification of Related Work
Culling
- Visibility Preprocessing
- Preprocess enumerating all visible polygons for
all possible positions where the viewer can
locate at. - Application specific solutions
- Hierarchy of scene
- Preprocess making a hierarchy of scene(scene
graph) - Have a focus on the runtime part
- Somewhat application independent solutions
- The more runtime overhead, the more sophiscate
method
7Visibility Preprocessing
Culling
- Ideal solution
- Enumerating all visible polygons for all possible
positions where the viewer can locate at. - Aspect Graph Plantinga 90
- the maximum number of nodes O(n9)
- the construction time O(n9logn)
- impractical because of time and space complexity
- Application specific solutions
- Exploiting the characteristics of models used in
the specific applicatoins
8Culling
Aspect Graph
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p3
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a1
p1
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p2
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node - cell edge - adjacency of cells
cell - the partitioned viewpoint space
9Architecture - Indoor
Culling
Visibility Preprocessing
- Characteristics
- Well structured, easy partioning of cells (rooms)
- Within a cell, most parts of scene are invisible
except some parts visible through portals
(windows, doors)
10- How to enumerate visible polygons or cells from a
cell - Stocastic ray casting Airley90
- Underestimate
11- Portal stabing Teller91
- Finding sightline through a sequence of n portals
in O(n2) - Enumerate visible cells from a cell
- The number of possible portal sequences rapidly
increases by the number of portals
12- Dynamic evaluation Luebke 95
- check visibility through portals on the fly by
using portals as clipping windows on the image - Portal Texture Aliaga97
- only draw the cell where the viewer currently
reside in - portals are textured with previously rendered
images
13Architecture - Outdoor
Culling
Visibility Preprocessing
- Complex urban environments
- Single occluder method Cohen 98
- Partioning with regular grids
- Invisible buildings
- All lines between vertics of the cell and all its
vertices are blocked by single other building. - Cant deal the occlusion by several cooperative
occluders - Require too small cell to get reasonable culling
results
14A cell
occluder
occluder
occludee
occludee
A cell
15- KAIST VRLab. Heo99 submitted
- Solve the occlusion by several cooperative
occluders - Get reasonable culling results with somewhat big
size of cell - Control the suitable tradeoff between the
preprocessing time and the culling result
16x
y
1
1
x2
y2
top
x1
y1
in
?
0
?
0
1
1
bottom
x2
y2
x1
y1
-1
-1
x-node sub-tree
y-node sub-tree
in
p1
in
ys1
x-node
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top
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ternary visibility tree
17Medicine - Endoscopy
Culling
Visibility Preprocessing
- Cave style models
- Corridor test Yagel96
vacant cell
opaque cell
corridor
18Hierarchy
Culling
- Back Face Culling
- Remove groups of back faces using a hierarchical
structure - View Frusum Culling
- Remove groups of objects out of view frustum
using a hierarchical structure - Occlusion Culling
- Remove the occluded parts, too.
- Test the occlusion
- Image Space
- Object Space
- Somewhat application independent...
19View Frustum Culling
Culling
Hierarchy
- Based on Objects
- Hierarchy of bounding volume
- Previously used to accelerate ray tracing
- Objects as primitives
- Users responsibility for the efficiency
- organize objects
- avoid single objects with many polygons
- (eg.) indoor architeture models
- group objects hierarchically
20- Tightness of bounding volume
- Bounding box Clark 76
- Deformed bounding box by affine matrix Rubin 80
- Slabs Kay 86
- the more computation require to check against the
view frustum
21- Adaptive subdivision of space
- BSP Tree
- Octree
- Garlick et al. 90
- QuadTree
- Terrain - Falby et al. 93 - NPSNet
- Automatic construction of the hierarchy
- Splitting of primitives (objects, polygons)
- associate somewhat big primitives with the
non-leaf nodes - associate somewhat small primitives with all
children nodes - more than twice rendering
- Polygons as primitives
22Occlusion Culling
Culling
Hierarchy
- Occlusion Test
- Image space using image pyramid
- the hierarchy on image space
- Object space using critical planes
23Occlusion Culling on Image space
Culling
Hierarchy
- Hierarchical Z-buffer Greene 93
- Object Space Octree (possibly any hierarchical
structure) - Image Space Hierarchical Z-buffer (Z-pyramid)
- Impractical without hardware support for
constructing Z-pyramid - difficulty in parallelism most commerical
graphics system pursue
24level 0 1 pixel
level n 2n x 2n
25Culling
Hierarchy
- Hierarchical Polygon Tiling Greene 96
- Object Space Octree of BSP trees
- construct a BSP tree with polygons associated
with each leaf node of Octree - strict front-to-back traversing
- Image Space Hierarchical Triage Coverage Mask
- 3 states - partial, vacant, opaque
- Impractical without hardware support for
constructing Z-pyramid - difficulty in parallelism
26Culling
Hierarchy
- Hierarchical Occlusion Maps Zhang97
- Object Space any hierarchical structure
- Image Space Hierarchical Occlusion Maps
- HOM construction using texture mapping
- Practical with machines supporting hardware
texture mapping - Conservative early termination or Approximate
visibility culling - transparency threshold
- Discrimating occluders between occludees
27(No Transcript)
28Occlusion Culling on Image space
Culling
Hierarchy
- Shadow Frusta Hudson 97
- Possibly any hierarchical structure
- Select one large convex occulder
- Shadow casting
- elminate objects within the shadow
- Not consider several cooperative occluders
- Discrimating occluders between occludees
C
A
B
29Culling
Hierarchy
- Linear Critical Surfaces Coorg 96,97
- Octree possibly any hierarchical structure
- Supporting Planes
- Separating Planes
- Frame coherence
- Not consider several cooperative occluders
- Discrimating occluders between occludees
A
30Discussion
Culling
- Visibility Preprocessing
- less runtime overhead
- application specific approaches
- Runtime culling algorithms using hierarchy
- more runtime overhead
- application independent
- how to select good occluders
31Culling
- Selection of occluders
- Distance Zhang97
- Approximated Solid Angle Coorg 96,97
- Is there any way to exploit preprocessing for the
selection of good occluders
32Culling
- Dynamic environments
- Types of dynamic objects
- Active objects moving within a bounded volume or
along a predefined path (eg. merry-go-round) - gt can be treated same as static objects
- Active objects expected as moving along a
predicted path - gt TBV(temporal bounding volume) Sudarsky96
- Active objects moving unpredictably
- gt Update the hierarchy everyframe ???
- gt Using the single bounding volume of
individual object
a
c
d
b
33References
- Airley90 Airey, J.M., Increasing Update Rates
in the Building Walkthrough System with Automatic
Model-Space Subdivision and Potentially Visible
Set Calculations, Ph.D. Thesis, UNC Chapel Hill,
1990. - Clark76 Clark, J. H., Hierarchical Geometric
Models for Visible Surface Algorithm,
Communications of ACM, Vol. 19, No. 10, pp.
547-554, Oct. 1976. - Cohen98 Cohen-Or, D., Fibich, G., Halperin, D.,
and Zadicario, E, Conservative Visibility and
Strong Occlusion for Viewspace Partitioning of
Densely Occluded Scenes, EUROGRAPHICS98, 1998. - Coorg96 Coorg, S., and Teller, S., Temporally
Coherent Conservative Visibility, ACM Symposium
on Computational Geometry96, 1996. - Coorg97 Coorg, S., and Teller, S. Real-Time
Occlusion Culling for Models with Large
Occluders, ACM Symposium on Interactive 3D
Graphics97, 1997. - Falby93 Falby, J.S., Zyda, M. J., Pratt, D.R.,
and Mackey, R.L., NPSNET Hierarchical Data
Structures for Real-Time Three-Dimensional Visual
Simulation, Computer Graphics, Vol. 17, No. 1,
pages 65-69, 1993. - Foley96 Feley, J.D., van Dam, A., Feiner, S.K.,
and Hughes, J.F., Chapter 15 Visible-Surface
Determination, Computer Graphics principles and
practice, pages 649-720, 1996. - Garlick90 Garlick, B., Baum, D.R., and Winget,
J.M., Interactive viewing of large geometric
databases using multiprocessor graphics
workstations, ACM SIGGRAPH 90 Course Notes
(Parallel Algorithms and Architectures for 3D
Image Generation), 1990. - Georges95 Georges, C., Obscuration Culling on
Parallel Graphics Architectures, UNC-TR95-017,
May 1995.
34References
- Greene93 Greene, N., Kass, M., and Miller, G.,
Hierarchical Z-Buffer Visibility, ACM SIGGRAPH
93, pp. 231-238, 1993. - Greene96 Greene, N. Hierarchical Polygon Tiling
with Coverage Masks, ACM SIGGRAPH96, pp. 65-74,
1996. - Hudson97 Hudson, T., Manocha, D., Cohen, J.,
Lin, M., Hoff, K., and Zhang, H., Accelerated
Occlusion Culling using Shadow Frusta, ACM
Symposium on Computational Geometry, June 1997. - Kay86 Kay, T.L., Kajiya, J.T., Ray Tracing
Complex Scenes, ACM SIGGRAPH86, 20(4), pages
269-278, August 1986. - Lebke95 Luebke, D., and Georges, C., Portals
and Mirrors Simple, Fast Evaluation of
Potentially Visible Sets, ACM SIGGRAPH Special
Issue on 1995 Symposium on Interactive 3D
Graphics, pp. 155-162, 1995. - Rubin80 Rubin, S.M. and Whitted, T, A Three
Dimensional Representation for Fast Rendering of
Complex Scenes, ACM SIGGRAPH 80, Vol. 14,No. 3,
pp. 110-116, July 1980. - Sudarsky96 Sudarsky, O., and Gotsman, C.,
Output-Sensitive Visibility Algorithms for
Dynamic Scenes with Applications to Virtual
Reality, EUROGRAPHICS96, 1996. - Teller92 Teller, S. Visibility Computations in
Densely Occluded Polyhedral Environments, Ph.D.
Thesis, Technical Report UCB/CSD/92/, Computer
Science Department, University of California at
Berkeley, 1992. - Yagel96 Yagel, Roni and Ray, William,
Visibility Computation for Efficient Walkthrough
of Complex Environments, Presence, Vol. 5, No. 1,
pp. 45-60, MIT Press, 1996. - Zhang97 Zhang, H., Manocha, D., Hudson, T., and
Hoff III, K. E., Visibility Culling using
Hierarchical Occlusion Maps, ACM SIGGRAPH97, pp.
77-88, 1997.
35The state of the art LOD
- HyeongSeok Kim
- Department of Computer Science, KAIST
36Level of Detail
- LOD
- Using multiresolution representation to bound
processing time in limited hardware spec. - Basic topics
- Multiresolution model generation
- Select / control the resolution of the model
37Multiresolution Generation
Part I -
Part I -
- HyungSeok Kim
- Department of Computer Science, KAIST
38Introduction
- Multiresolution model generation
- Generate multiresolution model from high detail
representation - Issues
- High detail representation
- Resolution
- Preserving visual fidelity
- Features on 3D geometry
- Non-geometric features
- Simplification - Detail reducing
- Multiresolution representation
39Introduction
- High-detail representation
- Scanned data
- Laser scanned data / Medical images /
- Over detailed data
- Re-constructed model with well-formed surfaces
- CAD data
- Architectural model / Models for the
manufacturing / - Lot of detail points (With more features)
- Not well formed or organized
- Real-time ready data
- Already simplified for a single component
- Combined scene complexity with a lot of simple
components
40Introduction
- Resolution
- High resolution requires more rendering time
- Low resolution requires less rendering time
- Number of polygons
- Other parameters?
- Visual fidelity
- Perceptual effects on the object detail
41Simplification (1)
- 1st motivation of the simplification
- Excessive detail of the scanned data
- Basic Assumption
- Object representation Polygon mesh with
material information - Simplifying polygonal model
- Preserving visual fidelity minimizing error
- Simplifying model with small number of polygons
- Select small number of feature points
- Mesh re-construction
42Grid Subsampling
1st motivation - Scanned Data
- Selection of representative points on the grid
- Simple - Good for arbitrary models (especially
for moving objects) - No adaptation on local variation
43Error calculation
- Local Error Metrics
- Mesh Decimation
- Mesh Refinement
- Global Error Metrics
- Mesh Optimization
- Geometric Error Bound
44Decimation Schroeder92
1st motivation - Scanned Data
- Select vertices to simplify using vertex assigned
error - Remove vertices
- with errors less
- than the threshold
- Retriangulation
- Fast
- Local criteria
Images excerpt from Schroeder92
45Triangular subdivision Floriani82,83
1st motivation - Scanned Data
- Insert new point to the initial simple
representation - Simple natural hierarchy
- Problem on initial approximation
- Local criteria
46Point repulsion Turk92
1st motivation - Scanned Data
- Positioning points randomly
- Repositioning points
- using repulsion force
- curvature relative
- strength
- Error bound
Images excerpt from Turk92
47Mesh optimization Hoppe93
1st motivation - Scanned Data
- Error Minimizing approximated solution
Images excerpt from SIGGRAPH 97 Course Notes
48Simplification Envelope Cohen96
1st motivation - Scanned Data
- Use of envelope curve
- Adaptive
- Bounding error
Images excerpt from Cohen96
49Summary on simplification (1)
1st motivation - Scanned Data
- 3D data from the 3D scanner
- Well-formed over-detailed surfaces
- With little of the non geometric data
- Surface simplification preserving
- Overall shapes
- Object topologies
- Result of the simplification
- Set of multiple detail representation for an
object
50Summary on simplification (1)
- In real world applications
- Not yet quite popular data sources for the
real-time rendering - Good for the show room with small number of
detailed models - Difficulties for the CAD-based and real-time
ready models - Non-manifold surfaces
- Non-geometric data - Color / Texture
51Other Issues
Other issues
1st motivation - Scanned Data
- Non-geometric information
- Color, Texture
- Appearance Preserving Simplification Cohen98
- Color simplification Certain96, Hoppe96
- Using texture as a simple representation
Maciel95Aliaga96 - Realtime texture generation Schaufler96
52Geometry with color simplificationCertain96
1st motivation - Scanned Data
- Simplifying geometric details and/or color
details - Possibility of using textures for the simplified
geometric regions
Images excerpt from Certain96
53Appearance Preserving Simplification Cohen98
1st motivation - Scanned Data
- Considering Geometry and Texture/Normals
- Normal/Texture Coordinate Consideration
- Normal/Texture Map
Images excerpt from Cohen98
54Simplification (2)
- Other motivations of the simplification
- CAD-based models
- Non-manifold surfaces
- With variety of non-geometric data
- For applications like
- Architectural walkthrough / Virtual factory /
Virtual museum / ... - Real-time ready models
- Set of enough-simplified models
- Need of inter-object simplification
- For applications like
- Real-time simulations (Flight / Driving) /
Entertainment / ...
55Vertex Collapsing Garland97
For other motivations
- Extending edge-collapsing operation to the
inter-object simplifications - For arbitrary topology
Images excerpt from Garland97
56Vertex Clustering Luebke97
- Extending Grid Sub-sampling to the inter-object
simplification - Selection of representative vertex
- For arbitrary topology
Images excerpt from Luebke97
57Portal texture Aliaga97
For other motivations
- Use of a set of textures for the geometry outside
the portal - Good for the in-door architectural walkthrough
Images excerpt from Aliaga97
Image
58Imposter-based Approach
For other motivations
- Build highly simplified imposters
- Use of single Textured imposter instead of actual
3D model - Marciel95Schaufler96
Images excerpt from Marciel95
59Simplicial complexes Popovic97
Images excerpt from Popovic97
60Summary on simplification (2)
- For the CAD data or real-time ready 3D data
- Non-2 manifold surfaces
- Topologically modifying simplification
- With less possibility of polygon-wise
simplification - Use of non-polygonal representations Texture
- Need of the scene-wide consideration
- In real-world applications
- How to represent multiresolution models?
- In usual scene graph
- Other possibilities?
61Multi-resolution model
- Levels on representation detail
- Representations with different number of polygons
- For use in real-time detail selection
- Discrete level representation
- Continuous level representation
- Selection of appropriate detail in hierarchy
- Smooth transition between two consecutive levels
- Single object vs. Scene
- Multi-resolution model with non-geometric
information - The multi-resolution model and the scene graph
62Discrete level representation
- LOD Nodes
- Easy scene graph integration
Images excerpt from OpenGL OptimizerTM
Programmers Guide
63Triangular subdivision Floriani92,Lounsbery94
- Begin with base mesh
- successive subdivision
- offset hierarchy (wavelet)
- Topology preserving base mesh Eck95
- Easy scene graph integration
Images excerpt from Lounsbery94
64Progressive mesh Hoppe96
- Sequence of edge collapsing operation
- Suitable for arbitrary mesh
- Smooth transition
- Easy scene graph integration
Images excerpt from SIGGRAPH 97 Course Notes
65Need of adaptive simplification
- Adaptive on time varying parameter
- Silhouette
- View frustum
Images excerpt from Hoppe97
66Vertex tree Xia96, Hoppe97,Luebke97
- Hierarchy on vertices of edge collapsing
operation - Adaptive simplification
- Non-trivial scene graph integration for
scene-wide hierarchies
Image excerpt from Luebke97
Image excerpt from SIGGRAPH 97 Course Notes
67View Sphere Kim98
- Polygon hierarchy with respect to the directional
relationship - Efficient selection of the silhouette parts
- Non-trivial scene graph integration for
scene-wide hierarchies
Image excerpt from Kim98
68Hierarchical Imposters
Image excerpt from Marciel95
69Summary
- Multiresolution hierarchies
- Octree / Quadtree / Pyramid
- Voxel representation Chamberlain96
- Triangular subdivision
- triangular parametrization Floriani92,
Lounsbery94 - Progressive mesh Hoppe96
- Vertex tree Xia96, Hoppe97, Luebke97
- View Sphere Kim98
- Hierarchical Imposters Marciel95
- Desirable properties
- Continuous level
- Support adaptive selection
70Summary
- Issues
- Scene hierarchy
- Geometric hierarchy
- Hierarchy with the texture (imposter)
- Scene graph integration
- Simulation - Objects with dynamic behavior
- Object level scene graph
- Kinematic Hierarchy
- Rendering - Multiresolution hierarchy (Static)
- Usually vertex level scene graph
- Scene graph with texture representation
- Spatial (or directional) Hierarchy
71Detail Selection
Part II -
Part II -
- HyungSeok Kim
- Department of Computer Science, KAIST
72Introduction
Application-specific processing
Scene processing
Polygon processing
Pixel processing
Scene graph
Display list
Depth buffer
frame buffer
LOD1
criteria
Texture memory
Generation of LODs
LOD2
LODk
method
LODn
The control of LODs
subject
73Control subjects
- Subject domain
- Object level
- Scene level
- Subject type
- geometry
- texture
- geometry texture
- shading
- geometry shading
- geometry texture shading
74Control criterion
- Purpose
- Giving Fast Regular frame rates
- Keeping high visual fidelity
- Criterion
- Object Level
- Silhouette
- Vertex deviation in the image plane
- Scene Level
75- Scene Level Criterion
- Object size
- Bounding box, bounding sphere
- Object distance
- Distance from the view
- Size on the image plane
- Gaze direction
- Using visual acuity
- Apparent motion
- Object brightness
- Semantics
76Control methodsFunkhouser93
- Static method
- Select one level from the pre-defined levels,
based on a simple criteria. - good for the discrete-level representation.
- most popular - e.g., computer games
- Pros
- easy to implement, fast
- Cons
- impossible to regularize the frame rate.
77- Feedback method
- The detail level is determined by the previous
frames. - Pros
- simple to implement
- Cons
- perform poorly when the frame coherence is weak.
- overshoot, oscillate, diverge
- often used in flight simulators.
78- Optimization
- Use the estimated rendering time
- Assign detail level within a bound of the
estimated rendering time - Usually modeled with
- Benefit (O,L,R) Visual benefit of the object O
when rendered in detail level L with rendering
algorithm R - Cost (O,L,R) Rendering time
- Issues in optimization
- Computing Cost and Benefit
79Estimation
- Funkhouser 93
- Cost(O,L,R)
- an estimate of the time required to render
(O,L,R) - ??? ?? ???? ??? ??
- per primitive coordinate transform., clipping ?
- per pixel rasterization, z-buffering, texture
mapping ? - Benefit(O,L,R)
- contribution to model perception
- heuristics
- size, accuracy of rendering algorithm, semantics,
focus, motion blur, hysteresis
80Other selection methods
- Hierarchical detail level assignment
- Scene level hierarchy
- Pre-render
- Calculate actual benefits and costs.
- Using frame coherence
- Not to calculate (assign) detail level for every
frames
81Summary
- Issues in the control of level-of-details
- Selection criterion
- Selection target
- Selection method
- Issues in the real world applications
- Time required for the selection
- LOD gain in time
- Representations
- Geometric scene graph
- Other advanced representations
- Must be considered in the context of the entire
pipeline.
82References
- Aliaga96 D. G. Aliaga, Visualization of Complex
Models Using Dynamic Texture-based
Simplification, In proceedings of Visualization
'96, pp. 101-106, 1996 - Aliaga97 D. G. Aliaga, A.A. Lastra,
Architectural Walkthroughs Using Portal Textures,
IEEE Visualization '97, pp. 355-362, Oct. , 1997 - Certain96 A. Certain, J. Popovic, T. DeRose, T.
Duchamp, D. Salesin, W. Stuetzle, Interactive
Multiresolution Surface Viewing, In proceedings
of ACM SGGRAPH '96, pp. 91-98, 1996 - Cohen96 J. Cohen, A. Varshney, D. Manocha, G.
Turk, H. Weber, P. Agarwal, F. Brooks, W. Wright,
Simplification Envelops, In proceedings of ACM
SIGGRAPH '96, pp. 109-118, 1996 - Cohen98 J. Cohen, M. Olano, D. Manocha,
Appearance-Preserving Simplification, In
proceedings of ACM SIGGRAPH '98, pp. 115-122,
1998 - Eck95 Matthias Eck, Tony DeRose, Tom Duchamp,
Hugues Hoppe, Michael Lounsbery, Werner Stuetzle,
Multiresoluiton Analysis of Arbitrary Meshes, In
proceedings of ACM SIGGRAPH '95, pp. 173-182 - Floriani83 Leila De Floriani, Bianca
Falcidieno, and Caterina Pienovi. Delaunay-based
method for surface approximation. Proceedings of
Eurographics'83, pp.333-350, 1983. - Funkhouser93 Thomas A. Funkhouser, Carlo H.
Sequin, Adaptive Display Algorithm for
Interactive Frame Rates During Visualization of
Complex Virtual Environments, In proceedings of
ACM SIGGRAPH '93, 1993 - Garland97 M. Garland, P. S. Heckbert, Surface
Simplification Using Quadric Error Metrics, In
proceedings of ACM SIGGRAPH '97, pp. 209-216,
1997
83References
- Hoppe93 H. Hoppe, T. DeRose, T. Duchamp, J.
McDonald, W. Stuetzle, Mesh optimization, In
proceedings of ACM SIGGRAPH '93, pp. 19-26, 1993 - Hoppe96 Hugues Hoppe, Progressive Meshes, In
proceedings of ACM SIGGRAPH '96, pp. 99-108 - Hoppe97 H. Hoppe, View-dependent Refinement of
Progressive Meshes, In proceedings of ACM
SIGGRAPH '97, pp. 189-198, 1997 - Kim98 HyungSeok Kim, SoonKi Jung, KwangYun
Wohn, A multiresolution control method using view
directional feature, In proceedings of ACM VRST
'98, 1998 - Luebke97 D. Luebke, C. Erikson, View-dependent
Simplification of Arbitrary Polygonal
Environments, In proceedings of ACM SIGGRAPH '97,
pp. 199-208, 1997 - Maciel95 P.W.C. Maciel, P. Shirley, Visual
Navigation of Large Environments Using Textured
Clusters, In proceedings of Symposium on
Interactive 3D Graphics, pp. 95-102, 1995 - Popovic97 J. Popovic, H. Hoppe, Progressive
Simplicial Complexes, In proceedings of ACM
SIGGRAPH '97, 1997 - Schaufler96 G. Schaufler, Exploiting
Frame-to-Frame Coherence in a Virtual Reality
System, In proceedings of VRAIS '96, pp. 95-102,
1996 - Schroeder92 W.J. Schroeder, J.A. Zarge and W.E.
Lorensen, Devimation of Triangle Meshes, SIGGRAPH
92, pp. 65-70, 1992 - Turk92 G. Turk, Re-tiling polygonal surface, In
proceedings of ACM SIGGRAPH '92, pp.289-294, 1992 - Xia96 Julie C. Xia, Amitabh Varshney, Dynamic
View-Dependent Simplification for Polygonal
Models, In proceeding of Visualization '96, pp.
327-334, 1996