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ABSTRACT
We present a new output-sensitive rendering algorithm, the randomized z-buffer algorithm. It renders an image of an arbitrary three-dimensional scene consisting of triangular primitives by reconstruction from a dynamically chosen set of random surface sample points. This approach is independent of mesh connectivity and topology. The resulting rendering time grows only logarithmically with the numbers of triangles in the scene. We were able to render walkthroughs of scenes of up to 1014 triangles at interactive frame rates. Automatic identification of low detail scene components ensures that the rendering speed of the randomized z-buffer cannot drop below that of conventional z-buffer rendering. Experimental and analytical evidence is given that the image quality is comparable to that of common approaches like z-buffer rendering. The precomputed data structures employed by the randomized z-buffer allow for interactive dynamic updates of the scene. Their memory requirements grow only linearly with the number of triangles and allow for a scene graph based instantiation scheme to further reduce memory consumption.
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CITED BY 39
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Jan Klein , Jens Krokowski , Matthias Fischer , Michael Wand , Rolf Wanka , Friedhelm Meyer auf der Heide, The randomized sample tree: a data structure for interactive walkthroughs in externally stored virtual environments, Proceedings of the ACM symposium on Virtual reality software and technology, November 11-13, 2002, Hong Kong, China
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Türker Yilmaz , Uğur Güdükbay , Varol Akman, Modeling and visualization of complex geometric environments, Geometric modeling: techniques, applications, systems and tools, Kluwer Academic Publishers, Norwell, MA, 2004
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Wilhelm Dangelmaier , Matthias Fischer , Jürgen Gausemeier , Michael Grafe , Carsten Matysczok , Bengt Mueck, Virtual and augmented reality support for discrete manufacturing system simulation, Computers in Industry, v.56 n.4, p.371-383, May 2005
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Peter Shirley , Kelvin Sung , Erik Brunvand , Alan Davis , Steven Parker , Solomon Boulos, Education: Fast ray tracing and the potential effects on graphics and gaming courses, Computers and Graphics, v.32 n.2, p.260-267, April, 2008
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Jan Klein , Jens Krokowski , Matthias Fischer , Michael Wand , Rolf Wanka , Friedhelm Meyer auf der Heide, The Randomized Sample Tree: A Data Structure for Interactive Walk-Throughs in Externally Stored Virtual Environments, Presence: Teleoperators and Virtual Environments, v.13 n.6, p.617-637, December 2004
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Michael Wand , Alexander Berner , Martin Bokeloh , Philipp Jenke , Arno Fleck , Mark Hoffmann , Benjamin Maier , Dirk Staneker , Andreas Schilling , Hans-Peter Seidel, Special Section: Point-Based Graphics: Processing and interactive editing of huge point clouds from 3D scanners, Computers and Graphics, v.32 n.2, p.204-220, April, 2008
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David Kasik , Andreas Dietrich , Enrico Gobbetti , Fabio Marton , Dinesh Manocha , Philipp Slusallek , Abe Stephens , Sung-Eui Yoon, Massive model visualization techniques: course notes, ACM SIGGRAPH 2008 classes, August 11-15, 2008, Los Angeles, California
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Peter Shirley , Kelvin Sung , Erik Brunvand , Alan Davis , Steven Parker , Solomon Boulos, Rethinking graphics and gaming courses because of fast ray tracing, ACM SIGGRAPH 2007 educators program, August 05-09, 2007, San Diego, California
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Tim Weyrich , Simon Heinzle , Timo Aila , Daniel B. Fasnacht , Stephan Oetiker , Mario Botsch , Cyril Flaig , Simon Mall , Kaspar Rohrer , Norbert Felber , Hubert Kaeslin , Markus Gross, A hardware architecture for surface splatting, ACM Transactions on Graphics (TOG), v.26 n.3, July 2007
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