dc.contributor.author | Peng, Chao | en_US |
dc.contributor.author | Cao, Yong | en_US |
dc.contributor.editor | P. Cignoni and T. Ertl | en_US |
dc.date.accessioned | 2015-02-28T06:53:22Z | |
dc.date.available | 2015-02-28T06:53:22Z | |
dc.date.issued | 2012 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/j.1467-8659.2012.03018.x | en_US |
dc.description.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. 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.publisher | The Eurographics Association and John Wiley and Sons Ltd. | en_US |
dc.title | A GPU-based Approach for Massive Model Rendering with Frame-to-Frame Coherence | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |