We describe an adaptive display algorithm for interactive frame rates during visualization of very complex virtual environments. The algorithm relies upon a hierarchical model rep...
Existing parallel or remote rendering solutions rely on communicating pixels, OpenGL commands, scene-graph changes or application-specific data. We propose an intermediate soluti...
Recently, several soft shadow mapping algorithms have been introduced which extract micro-occluders from a shadow map and backproject them on the light source to approximately det...
Despite recent advances in finding efficient LOD-representations for gigantic 3D objects, rendering of complex, gigabyte-sized models and environments is still a challenging tas...
In order to achieve the impression of a smooth surface while rendering a polygon mesh, normal vector vectors may be provided in the vertices of the mesh that are the average of th...