2012
DOI: 10.1111/j.1467-8659.2012.03018.x
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A GPU‐based Approach for Massive Model Rendering with Frame‐to‐Frame Coherence

Abstract: Rendering massive 3D models in real-time has long been recognized as a very challenging problem because of the limited computational power and memory space available in a workstation. Most existing rendering techniques, especially level of detail (LOD) processing, have suffered from their sequential execution natures. We present a GPU-based approach which enables interactive rendering of large 3D models with hundreds of millions of triangles. Our work contributes to the massive rendering research in two ways. … Show more

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Cited by 24 publications
(26 citation statements)
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References 14 publications
(17 reference statements)
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“…Other proposals to visualize very large models have been made, including [BSGM02,BGBL05] and [PC12], for example, but like the schemes above, they cannot distinguish the different objects that make up the scene. Moreover, we observe that Funkhouser's paper (which was focused on moderately large scenes) contained some key ideas that have not been used, nor adapted to scene trees.…”
Section: Previous Workmentioning
confidence: 99%
“…Other proposals to visualize very large models have been made, including [BSGM02,BGBL05] and [PC12], for example, but like the schemes above, they cannot distinguish the different objects that make up the scene. Moreover, we observe that Funkhouser's paper (which was focused on moderately large scenes) contained some key ideas that have not been used, nor adapted to scene trees.…”
Section: Previous Workmentioning
confidence: 99%
“…[Derzapf et al 2010] encoded the dependency information of Progressive Meshes into a GPU-friendly compact data structure. [Peng and Cao 2012] eliminated the dependency by simply using an array structure and supported triangle-level parallelism. They also claimed that the limited GPU memory is an important issue for simplification, so that they integrated their parallel simplification method and GPU out-of-core to render large and complex models.…”
Section: Mesh Simplificationmentioning
confidence: 99%
“…However, the major limitation of a hierarchical representation is that inter-dependency is introduced between levels of the hierarchy, which would not be suitable for data parallel computing. Most recently, [Peng and Cao 2012] built dependency-free data representations that allow triangle-level parallelism to generate LOD models on GPU. Our simplification method is extended from Peng and Cao's work, and we would like to give more details of their work in the rest of this section.…”
Section: State-of-art In Parallel Mesh Simplificationmentioning
confidence: 99%
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