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dc.contributor.authorIII, William V. Baxteren_US
dc.contributor.authorSud, Avneeshen_US
dc.contributor.authorGovindaraju, Naga K.en_US
dc.contributor.authorManocha, Dineshen_US
dc.contributor.editorP. Debevec and S. Gibsonen_US
dc.date.accessioned2014-01-27T14:06:17Z
dc.date.available2014-01-27T14:06:17Z
dc.date.issued2002en_US
dc.identifier.isbn1-58113-534-3en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGWR02/203-214en_US
dc.description.abstractWe present a new parallel algorithm and a system, GigaWalk, for interactive walkthrough of complex, gigabytesized environments. Our approach combines occlusion culling and levels-of-detail and uses two graphics pipelines with one or more processors. GigaWalk uses a unified scene graph representation for multiple acceleration techniques, and performs spatial clustering of geometry, conservative occlusion culling, and load-balancing between graphics pipelines and processors. GigaWalk has been used to render CAD environments composed of tens of millions of polygons at interactive rates on systems consisting of two graphics pipelines. Overall, our system s combination of levels-of-detail and occlusion culling techniques results in significant improvements in frame-rate over view-frustum culling or either single technique alone.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleGigaWalk: Interactive Walkthrough of Complex Environmentsen_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US


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