We present a novel approach for interactive view-dependent rendering of massive models. Our algorithm combines view-dependent simplification, occlusion culling, and out-of-core re...
Sung-Eui Yoon, Brian Salomon, Russell Gayle, Dines...
Rendering large trimmed NURBS models with high quality at interactive frame rates is of great interest for industry, since nearly all their models are designed on the basis of thi...
We introduce the Camera Aware View-dEpendent Continuous Level Of Detail (CAVECLOD) polygon mesh representation. Several techniques recently have been developed that use a hierarch...
Real-time rendering of massively textured 3D scenes usually involves two major problems: Large numbers of texture switches are a well-known performance bottleneck and the set of s...
The use of illumination and view dependent textural information is one way to capture the realistic appearance of genuine materials. One example of such data is the bidirectional ...