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dc.contributor.authorPeng, Chaoen_US
dc.contributor.authorCao, Yongen_US
dc.contributor.editorP. Cignoni and T. Ertlen_US
dc.date.accessioned2015-02-28T06:53:22Z
dc.date.available2015-02-28T06:53:22Z
dc.date.issued2012en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2012.03018.xen_US
dc.description.abstractRendering 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.en_US
dc.publisherThe Eurographics Association and John Wiley and Sons Ltd.en_US
dc.titleA GPU-based Approach for Massive Model Rendering with Frame-to-Frame Coherenceen_US
dc.description.seriesinformationComputer Graphics Forumen_US


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