We show that it is feasible to perform interactive isosurfacing of very large rectilinear datasets with brute-force ray tracing on a conventional (distributed) shared-memory multi...
Steven G. Parker, Peter Shirley, Yarden Livnat, Ch...
We present a three pass occlusion culling algorithm, which makes efficient use of hardware support. Our geo-scientific sub-surface data sets consist typically of a set of high res...
We present a novel disk-based multiresolution triangle mesh data structure that supports paging and view-dependent rendering of very large meshes at interactive frame rates from e...
Many researchers have been arguing that geometry, bump maps, and BRDFs present a hierarchy of detail that should be exploited for efficient rendering purposes. In practice howeve...
Wolfgang Heidrich, Katja Daubert, Jan Kautz, Hans-...