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Real-Time Massive Model Rendering [Mīkstie vāki]

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Interactive display and visualization of large geometric and textured models is becoming a fundamental capability. There are numerous application areas, including games, movies, CAD, virtual prototyping, and scientific visualization. One of observations about geometric models used in interactive applications is that their model complexity continues to increase because of fundamental advances in 3D modeling, simulation, and data capture technologies.

As computing power increases, users take advantage of the algorithmic advances and generate even more complex models and data sets. Therefore, there are many cases where we are required to visualize massive models that consist of hundreds of millions of triangles and, even, billions of triangles. However, interactive visualization and handling of such massive models still remains a challenge in computer graphics and visualization. In this monograph we discuss various techniques that enable interactive visualization of massive models.

These techniques include visibility computation, simplification, levels-of-detail, and cache-coherent data management.We believe that the combinations of these techniques can make it possible to interactively visualize massive models in commodity hardware.
Synthesis Lectures on Compurter Graphics and Animation iii
Contents vii
Introduction
1(16)
Brief Background
2(3)
Organization
4(1)
Motivation
5(11)
Data Explosion
5(1)
Human Vision and Visual Analysis Tasks
6(2)
Example Application Domais
8(2)
User Performance Expectations
10(1)
Data Characterization
11(1)
Arbitrarily Organized 3D Data
12(1)
Spatially Coherent 3D Data
13(1)
Geographic Coherence
13(1)
Information Visualization
13(1)
Implementation Considerations
13(3)
Conclusion
16(1)
Visibility
17(16)
Introduction
17(1)
Objectr Space Subdivision
18(2)
Spatial Idnex Structures
18(1)
Generating Spatial Indexes for Massive Models
19(1)
Kd-trees: the main option of choice fodr large static models
19(1)
BVH: the main option of choice for dynamic models
20(1)
From-Point Algorithms for Real-Time Visibility Determination
20(5)
Visible Surface Determination
21(1)
Rasterization with z-buffering
21(1)
Ray tracing
21(1)
View-Frustum and Back-Face Culling
22(1)
Run-Time Occlusion Culling
22(1)
Ray tracing
22(2)
Rasterization and occlusion culling
24(1)
Exploiting hardware accelerated occlusion queries
24(1)
From-Region Algorithms for Preprocessed Visibility Determination
25(6)
Specialized conservative Solutions
26(2)
Aggressive Occlusion Culling Using Visibility Sampling
28(2)
View Space Subdivision STrategies
30(1)
Dealing with the PVS Storage Problem
30(1)
Discussion
31(1)
Further Reading
32(1)
Simplification and Levels of Detail
33(12)
Introduction
33(1)
Geometric Simplification
34(3)
Globla and Local Mesh Simplification Strategies
34(1)
Controlling Approximation Accuraacy
34(2)
Simplifying Massive Meshes
36(1)
Streaming simplification approaches
36(1)
Mesh partitioning approaches
36(1)
Level-of-Detail
37(5)
Discrete LOD Models
37(1)
Progressive LOD Models
38(1)
Continuous LOD Models
38(1)
Coarse-Grained Continuous LOD Models
39(3)
Discussion
42(1)
Further Reading
43(2)
Alternative Representations
45(10)
Introduction
45(1)
Higher-Order Representations
45(1)
Sample-Based Representations
46(4)
Point-Based Rendering
46(2)
Volumetric Representations
48(1)
Sample-Based LODs for Ray Tracing
49(1)
Image-Based Methods
50(3)
Image-Bsed Rendering without Geometry
51(1)
Image-Based Rendering with Geometry Compensation
52(1)
Discussion
53(1)
Further Reading
54(1)
Cache-Coherent Data Management
55(30)
Introdcution
55(2)
Survey of Cache-Coherent Algorithms
57(3)
Computational Reordering
57(1)
Data Layout Optimization of Meshes and Graphs
58(1)
Cache-Coherent Layouts of Hierarchies
59(1)
Overview of Data Layout Optimization
60(7)
Cache-Aware Metricf
63(1)
Single cache block, M = 1
63(1)
Multiple cache block, M > 1
64(1)
Cache-Oblivious Metric
64(3)
Cache-Coherent Layouts of Meshes
67(5)
Multi-Level Optimization
67(3)
Analysis
70(1)
Out-of-Core Multi-Level Optimization
70(2)
Cache-Coherent Layouts of Hierarchies
72(4)
Overview of BVH Layout Computation
73(1)
Layout Optimization
74(2)
Applictiosns
76(7)
Triangel Meshes
76(2)
View-Dependent Meshes
78(2)
Bounding Volume Hierarchies
80(3)
Discussion
83(1)
Further Reading
83(2)
Conclusions
85(2)
Bibliography 87(13)
Biographies 100(1)
Index 101