Abstract | ||
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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. First, we present a simple and efficient mesh simplification algorithm towards GPU architecture. Second, we propose a novel GPU out-of-core approach that adopts a frame-to-frame coherence scheme in order to minimize the high communication cost between CPU and GPU. Our results show that the parallel algorithm of mesh simplification and the GPU out-of-core approach significantly improve the overall rendering performance. © 2012 Wiley Periodicals, Inc. |
Year | DOI | Venue |
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2012 | 10.1111/j.1467-8659.2012.03018.x | Comput. Graph. Forum |
Keywords | Field | DocType |
existing rendering technique,gpu architecture,novel gpu out-of-core approach,overall rendering performance,interactive rendering,gpu-based approach,gpu out-of-core approach,efficient mesh simplification algorithm,massive model rendering,frame-to-frame coherence,mesh simplification,massive rendering research | Parallel rendering,Real-time rendering,Computer science,3D rendering,Alternate frame rendering,Theoretical computer science,Texture memory,Rendering (computer graphics),Software rendering,Tiled rendering | Journal |
Volume | Issue | ISSN |
31 | 2pt2 | 0167-7055 |
Citations | PageRank | References |
11 | 0.61 | 16 |
Authors | ||
2 |