Computer Graphics and Visualization Lab
Department of Computer Science at Purdue University

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====== Massive Model Rendering ====== ====== Massive Model Rendering ======
-^ Summary ^^+^ **Summary**  ^^
| Rendering and visualizing large 3D synthetic models is a crucial component of many engineering disciplines and is becoming increasingly more important for simulations, gaming, and education. Although rendering hardware continues to improve, the desire to render even larger models continues to increase. Historically, large models could only be rendered on highly specialized computers. However, today's PC are an attractive platform for interactive rendering as well. In the following work, we investigate several approaches to rendering acceleration of large 3D models.  || | Rendering and visualizing large 3D synthetic models is a crucial component of many engineering disciplines and is becoming increasingly more important for simulations, gaming, and education. Although rendering hardware continues to improve, the desire to render even larger models continues to increase. Historically, large models could only be rendered on highly specialized computers. However, today's PC are an attractive platform for interactive rendering as well. In the following work, we investigate several approaches to rendering acceleration of large 3D models.  ||
| {{:wiki:projects:massive_model_rendering:hybridsimp.jpg|}} | **Hybrid Simplification: Combining Polygon and Point Rendering.**\\ \\ Multi-resolution hierarchies of polygons and more recently of points are familiar and useful tools for achieving interactive rendering rates. We present an algorithm for tightly integrating the two into a single hierarchical data structure. The trade-off between rendering portions of a model with points or with polygons is made automatically. We apply a bottom-up simplification process involving not only polygon simplification operations, but point replacement and point simplification operations as well. Given one or more surface meshes, our algorithm produces a hybrid hierarchy comprising both polygon and point primitives. This hierarchy may be optimized according to the relative performance characteristics of these primitive types on the intended rendering platform. We also provide a range of aggressiveness for performing point replacement operations. The most conservative approach produces a hierarchy that is better than a purely polygonal hierarchy in some places, and roughly equal in others. A less conservative approach can trade reduced complexity at the far viewing ranges for some increased complexity at the near viewing ranges. We demonstrate our approach on a number of input models, achieving primitive counts that are 1.3 to 4.7 times smaller than those of triangle-only simplification.  | | {{:wiki:projects:massive_model_rendering:hybridsimp.jpg|}} | **Hybrid Simplification: Combining Polygon and Point Rendering.**\\ \\ Multi-resolution hierarchies of polygons and more recently of points are familiar and useful tools for achieving interactive rendering rates. We present an algorithm for tightly integrating the two into a single hierarchical data structure. The trade-off between rendering portions of a model with points or with polygons is made automatically. We apply a bottom-up simplification process involving not only polygon simplification operations, but point replacement and point simplification operations as well. Given one or more surface meshes, our algorithm produces a hybrid hierarchy comprising both polygon and point primitives. This hierarchy may be optimized according to the relative performance characteristics of these primitive types on the intended rendering platform. We also provide a range of aggressiveness for performing point replacement operations. The most conservative approach produces a hierarchy that is better than a purely polygonal hierarchy in some places, and roughly equal in others. A less conservative approach can trade reduced complexity at the far viewing ranges for some increased complexity at the near viewing ranges. We demonstrate our approach on a number of input models, achieving primitive counts that are 1.3 to 4.7 times smaller than those of triangle-only simplification.  |
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-^ Publications ^+^ **Publications**  ^
| [[http://www.cs.purdue.edu/cgvlab/papers/aliaga/vis01.pdf|Hybrid Simplification: Combining Multi-resolution Polygon And Point Rendering]]. J. Cohen, D. Aliaga, W. Zhang, Proceedings of IEEE Visualization, pp. 140-147, Oct., 2001. \\ \\ [[http://www.cs.purdue.edu/cgvlab/papers/aliaga/sig99.pdf|Automatic Image Placement to Provide a Guaranteed Frame Rate]]. D. Aliaga, A. Lastra, Proceedings of ACM SIGGRAPH, 307-316, 1999. \\ \\ [[http://www.cs.purdue.edu/cgvlab/papers/aliaga/i3d99.pdf|MMR: An Interactive Massive Model Rendering System Using Geometric and Image-Based Acceleration]]. D. Aliaga, J. Cohen, A. Wilson, E. Baker, H. Zhang, C. Erikson, K. Hoff, T. Hudson, W. Stuerzlinger, R. Bastos, M. Whitton, F. Brooks, D. Manocha, Proceedings of ACM Symposium on Interactive 3D Graphics, 199-206, 1999. \\ \\ [[http://www.cs.purdue.edu/cgvlab/papers/aliaga/vis98.pdf|Efficient Warping for Architectural Walkthroughs using Layered Depth Images]]. V. Popescu, A. Lastra, D. Aliaga, M. Neto, Proceedings of IEEE Visualization, 211-215, 1998. \\ \\ [[http://www.cs.purdue.edu/cgvlab/papers/aliaga/cga98.pdf|Images for Accelerating Architectural Walkthroughs]], M. Rafferty, D. Aliaga, V. Popescu, A. Lastra, IEEE Computer Graphics and Applications (CG&A), November/December, 1998. \\ \\ [[http://www.cs.purdue.edu/cgvlab/papers/aliaga/cg98.pdf|Smooth Transitions in Texture-Based Simplification]]. D. Aliaga, A. Lastra, Computer & Graphics, 22:1, 71-81, 1998. \\ \\ [[http://www.cs.purdue.edu/cgvlab/papers/aliaga/vrais98.pdf|3D Image Warping in Architectural Walkthroughs]]. Matthew Rafferty, Daniel G. Aliaga, Anselmo Lastra, Proceedings of Virtual Reality Annual International Symposium, 228-233, 1998. \\ \\  [[http://www.cs.purdue.edu/cgvlab/papers/aliaga/techsketch97.pdf|Virtual Backdrops]]. D. Aliaga, A. Lastra, ACM SIGGRAPH Technical Sketch, 1997. \\ \\ [[http://www.cs.purdue.edu/cgvlab/papers/aliaga/vis97.pdf|Architectural Walkthroughs using Portal Textures]]. D. Aliaga, A. Lastra, Proceedings of IEEE Visualization, 355-362, 1997. \\ \\ [[http://www.cs.purdue.edu/cgvlab/papers/aliaga/vis96.pdf|Visualization of Complex Models using Dynamic Texture-based Simplification]]. D. Aliaga, Proceedings of IEEE Visualization, 101-106, 1996.  | | [[http://www.cs.purdue.edu/cgvlab/papers/aliaga/vis01.pdf|Hybrid Simplification: Combining Multi-resolution Polygon And Point Rendering]]. J. Cohen, D. Aliaga, W. Zhang, Proceedings of IEEE Visualization, pp. 140-147, Oct., 2001. \\ \\ [[http://www.cs.purdue.edu/cgvlab/papers/aliaga/sig99.pdf|Automatic Image Placement to Provide a Guaranteed Frame Rate]]. D. Aliaga, A. Lastra, Proceedings of ACM SIGGRAPH, 307-316, 1999. \\ \\ [[http://www.cs.purdue.edu/cgvlab/papers/aliaga/i3d99.pdf|MMR: An Interactive Massive Model Rendering System Using Geometric and Image-Based Acceleration]]. D. Aliaga, J. Cohen, A. Wilson, E. Baker, H. Zhang, C. Erikson, K. Hoff, T. Hudson, W. Stuerzlinger, R. Bastos, M. Whitton, F. Brooks, D. Manocha, Proceedings of ACM Symposium on Interactive 3D Graphics, 199-206, 1999. \\ \\ [[http://www.cs.purdue.edu/cgvlab/papers/aliaga/vis98.pdf|Efficient Warping for Architectural Walkthroughs using Layered Depth Images]]. V. Popescu, A. Lastra, D. Aliaga, M. Neto, Proceedings of IEEE Visualization, 211-215, 1998. \\ \\ [[http://www.cs.purdue.edu/cgvlab/papers/aliaga/cga98.pdf|Images for Accelerating Architectural Walkthroughs]], M. Rafferty, D. Aliaga, V. Popescu, A. Lastra, IEEE Computer Graphics and Applications (CG&A), November/December, 1998. \\ \\ [[http://www.cs.purdue.edu/cgvlab/papers/aliaga/cg98.pdf|Smooth Transitions in Texture-Based Simplification]]. D. Aliaga, A. Lastra, Computer & Graphics, 22:1, 71-81, 1998. \\ \\ [[http://www.cs.purdue.edu/cgvlab/papers/aliaga/vrais98.pdf|3D Image Warping in Architectural Walkthroughs]]. Matthew Rafferty, Daniel G. Aliaga, Anselmo Lastra, Proceedings of Virtual Reality Annual International Symposium, 228-233, 1998. \\ \\  [[http://www.cs.purdue.edu/cgvlab/papers/aliaga/techsketch97.pdf|Virtual Backdrops]]. D. Aliaga, A. Lastra, ACM SIGGRAPH Technical Sketch, 1997. \\ \\ [[http://www.cs.purdue.edu/cgvlab/papers/aliaga/vis97.pdf|Architectural Walkthroughs using Portal Textures]]. D. Aliaga, A. Lastra, Proceedings of IEEE Visualization, 355-362, 1997. \\ \\ [[http://www.cs.purdue.edu/cgvlab/papers/aliaga/vis96.pdf|Visualization of Complex Models using Dynamic Texture-based Simplification]]. D. Aliaga, Proceedings of IEEE Visualization, 101-106, 1996.  |
-^ People ^+^ **People**  ^
| <HTML><script language="JavaScript" src="http://wiki.cs.purdue.edu/cgvlab/pubs/people_js.php?project=19"></script></HTML>  | | <HTML><script language="JavaScript" src="http://wiki.cs.purdue.edu/cgvlab/pubs/people_js.php?project=19"></script></HTML>  |
 

projects/massive_model_rendering.txt · Last modified: 2008/09/15 21:34 by rosenpa
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