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GoLD: interactive display of huge colored and textured models
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Volume 24 ,  Issue 3  (July 2005) table of contents
Proceedings of ACM SIGGRAPH 2005
SESSION: Large models & large displays table of contents
Pages: 869 - 877  
Year of Publication: 2005
ISSN:0730-0301
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Authors
Louis Borgeat  National Research Council of Canada
Guy Godin  National Research Council of Canada
François Blais  National Research Council of Canada
Philippe Massicotte  National Research Council of Canada
Christian Lahanier  C2RMF
Publisher
ACM  New York, NY, USA
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ABSTRACT

This paper presents a new technique for fast, view-dependent, real-time visualization of large multiresolution geometric models with color or texture information. This method uses geomorphing to smoothly interpolate between geometric patches composing a hierarchical level-of-detail structure, and to maintain seamless continuity between neighboring patches of the model. It combines the advantages of view-dependent rendering with numerous additional features: the high performance rendering associated with static preoptimized geometry, the capability to display at both low and high resolution with minimal artefacts, and a low CPU usage since all the geomorphing is done on the GPU. Furthermore, the hierarchical subdivision of the model into a tree structure can be accomplished according to any spatial or topological criteria. This property is particularly useful in dealing with models with high resolution textures derived from digital photographs. Results are presented for both highly tesselated models (372 million triangles), and for models which also contain large quantities of texture (200 million triangles + 20 GB of compressed texture). The method also incorporates asynchronous out-of-core model management. Performances obtained on commodity hardware are in the range of 50 million geomorphed triangles/second for a benchmark model such as Stanford's St. Matthew dataset.


REFERENCES

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Beraldin, J.-A., Picard, M., El-Hakim, S., Godin, G., Valzano, V., Bandiera, A., and Latouche, C. 2002. Virtualizing a Byzantine crypt by combining high-resolution textures with laser scanner 3D data. In Proceedings of the 8th International Conference on Virtual Systems and Multimedia, 3--14.
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Borgeat, L., Godin, G., Lapointe, J.-F., and Massicotte, P. 2004. Collaborative visualization and interaction for detailed environment models. In Proceedings of the 10th International Conference on Virtual Systems and Multimedia, 1204--1213.
 
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Gerasimov, P., Fernando, R., and Green, S. 2004. Shader Model 3.0 Using Vertex Textures. NVIDIA Corporation.
 
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Terrapoint. 2005. Terrapoint Inc. http://www.terrapoint.com/.
 
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Collaborative Colleagues:
Louis Borgeat: colleagues
Guy Godin: colleagues
François Blais: colleagues
Philippe Massicotte: colleagues
Christian Lahanier: colleagues