This paper presents a novel algorithm combining view-dependent rendering and conservative occlusion culling for interactive display of complex environments. A vertex hierarchy of ...
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...
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 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...
— A view-dependent visibility estimation technique for tree models is proposed in this work. While most previous work focused on visibility estimation of large objects in archite...