GoLD: interactive display of huge colored and textured models

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...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Hauptverfasser: Borgeat, Louis, Godin, Guy, Blais, François, Massicotte, Philippe, Lahanier, Christian
Format: Tagungsbericht
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page 877
container_issue
container_start_page 869
container_title
container_volume
creator Borgeat, Louis
Godin, Guy
Blais, François
Massicotte, Philippe
Lahanier, Christian
description 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.
doi_str_mv 10.1145/1186822.1073276
format Conference Proceeding
fullrecord <record><control><sourceid>proquest_acm_b</sourceid><recordid>TN_cdi_proquest_miscellaneous_31215480</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>31215480</sourcerecordid><originalsourceid>FETCH-LOGICAL-a1030-a3737eb9e5ac9c34e80495dddffe946ae8b46408b91fa16e6d1efc683ed245bf3</originalsourceid><addsrcrecordid>eNqNj81KAzEUhQNWsNaufQNxM-O9ufmbpVStwoCbdh2SmRuoTo029v0d6TxAVwcO3znwCXGLUCMq_YDojJOyRrAkrbkQ12MLZJ3UMBPzsYUKCPBKLEv5AADptDWG5mK2zu3TjbhMYSi8nHIhti_Pm9Vr1b6v31aPbRVwXFeBLFmODevQNR0pdqAa3fd9StwoE9hFZRS42GAKaNj0yKkzjriXSsdEC3F3-v0-5J8jl1-_35WOhyF8cT4WTyhRKwcjeH8CQ7f3MefP4hH8v6qfVP2kOqL1maiPhx0n-gPD-k-u</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>conference_proceeding</recordtype><pqid>31215480</pqid></control><display><type>conference_proceeding</type><title>GoLD: interactive display of huge colored and textured models</title><source>ACM Digital Library</source><creator>Borgeat, Louis ; Godin, Guy ; Blais, François ; Massicotte, Philippe ; Lahanier, Christian</creator><contributor>Gross, Markus</contributor><creatorcontrib>Borgeat, Louis ; Godin, Guy ; Blais, François ; Massicotte, Philippe ; Lahanier, Christian ; Gross, Markus</creatorcontrib><description>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.</description><identifier>ISSN: 0730-0301</identifier><identifier>ISBN: 1450378250</identifier><identifier>ISBN: 9781450378253</identifier><identifier>DOI: 10.1145/1186822.1073276</identifier><language>eng</language><publisher>New York, NY, USA: ACM</publisher><subject>Computing methodologies -- Artificial intelligence -- Computer vision -- Computer vision representations -- Hierarchical representations ; Computing methodologies -- Computer graphics -- Image manipulation ; Computing methodologies -- Computer graphics -- Rendering ; Computing methodologies -- Computer graphics -- Shape modeling ; Software and its engineering -- Software notations and tools -- Development frameworks and environments -- Object oriented frameworks ; Theory of computation -- Randomness, geometry and discrete structures</subject><ispartof>ACM SIGGRAPH 2005 Papers, 2005, p.869-877</ispartof><rights>2005 ACM</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>309,310,780,784,789,790,23929,23930,25139,27924</link.rule.ids></links><search><contributor>Gross, Markus</contributor><creatorcontrib>Borgeat, Louis</creatorcontrib><creatorcontrib>Godin, Guy</creatorcontrib><creatorcontrib>Blais, François</creatorcontrib><creatorcontrib>Massicotte, Philippe</creatorcontrib><creatorcontrib>Lahanier, Christian</creatorcontrib><title>GoLD: interactive display of huge colored and textured models</title><title>ACM SIGGRAPH 2005 Papers</title><description>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.</description><subject>Computing methodologies -- Artificial intelligence -- Computer vision -- Computer vision representations -- Hierarchical representations</subject><subject>Computing methodologies -- Computer graphics -- Image manipulation</subject><subject>Computing methodologies -- Computer graphics -- Rendering</subject><subject>Computing methodologies -- Computer graphics -- Shape modeling</subject><subject>Software and its engineering -- Software notations and tools -- Development frameworks and environments -- Object oriented frameworks</subject><subject>Theory of computation -- Randomness, geometry and discrete structures</subject><issn>0730-0301</issn><isbn>1450378250</isbn><isbn>9781450378253</isbn><fulltext>true</fulltext><rsrctype>conference_proceeding</rsrctype><creationdate>2005</creationdate><recordtype>conference_proceeding</recordtype><recordid>eNqNj81KAzEUhQNWsNaufQNxM-O9ufmbpVStwoCbdh2SmRuoTo029v0d6TxAVwcO3znwCXGLUCMq_YDojJOyRrAkrbkQ12MLZJ3UMBPzsYUKCPBKLEv5AADptDWG5mK2zu3TjbhMYSi8nHIhti_Pm9Vr1b6v31aPbRVwXFeBLFmODevQNR0pdqAa3fd9StwoE9hFZRS42GAKaNj0yKkzjriXSsdEC3F3-v0-5J8jl1-_35WOhyF8cT4WTyhRKwcjeH8CQ7f3MefP4hH8v6qfVP2kOqL1maiPhx0n-gPD-k-u</recordid><startdate>20050701</startdate><enddate>20050701</enddate><creator>Borgeat, Louis</creator><creator>Godin, Guy</creator><creator>Blais, François</creator><creator>Massicotte, Philippe</creator><creator>Lahanier, Christian</creator><general>ACM</general><scope>7SC</scope><scope>8FD</scope><scope>JQ2</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope></search><sort><creationdate>20050701</creationdate><title>GoLD</title><author>Borgeat, Louis ; Godin, Guy ; Blais, François ; Massicotte, Philippe ; Lahanier, Christian</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-a1030-a3737eb9e5ac9c34e80495dddffe946ae8b46408b91fa16e6d1efc683ed245bf3</frbrgroupid><rsrctype>conference_proceedings</rsrctype><prefilter>conference_proceedings</prefilter><language>eng</language><creationdate>2005</creationdate><topic>Computing methodologies -- Artificial intelligence -- Computer vision -- Computer vision representations -- Hierarchical representations</topic><topic>Computing methodologies -- Computer graphics -- Image manipulation</topic><topic>Computing methodologies -- Computer graphics -- Rendering</topic><topic>Computing methodologies -- Computer graphics -- Shape modeling</topic><topic>Software and its engineering -- Software notations and tools -- Development frameworks and environments -- Object oriented frameworks</topic><topic>Theory of computation -- Randomness, geometry and discrete structures</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Borgeat, Louis</creatorcontrib><creatorcontrib>Godin, Guy</creatorcontrib><creatorcontrib>Blais, François</creatorcontrib><creatorcontrib>Massicotte, Philippe</creatorcontrib><creatorcontrib>Lahanier, Christian</creatorcontrib><collection>Computer and Information Systems Abstracts</collection><collection>Technology Research Database</collection><collection>ProQuest Computer Science Collection</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts – Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Borgeat, Louis</au><au>Godin, Guy</au><au>Blais, François</au><au>Massicotte, Philippe</au><au>Lahanier, Christian</au><au>Gross, Markus</au><format>book</format><genre>proceeding</genre><ristype>CONF</ristype><atitle>GoLD: interactive display of huge colored and textured models</atitle><btitle>ACM SIGGRAPH 2005 Papers</btitle><date>2005-07-01</date><risdate>2005</risdate><spage>869</spage><epage>877</epage><pages>869-877</pages><issn>0730-0301</issn><isbn>1450378250</isbn><isbn>9781450378253</isbn><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.</abstract><cop>New York, NY, USA</cop><pub>ACM</pub><doi>10.1145/1186822.1073276</doi><tpages>9</tpages></addata></record>
fulltext fulltext
identifier ISSN: 0730-0301
ispartof ACM SIGGRAPH 2005 Papers, 2005, p.869-877
issn 0730-0301
language eng
recordid cdi_proquest_miscellaneous_31215480
source ACM Digital Library
subjects Computing methodologies -- Artificial intelligence -- Computer vision -- Computer vision representations -- Hierarchical representations
Computing methodologies -- Computer graphics -- Image manipulation
Computing methodologies -- Computer graphics -- Rendering
Computing methodologies -- Computer graphics -- Shape modeling
Software and its engineering -- Software notations and tools -- Development frameworks and environments -- Object oriented frameworks
Theory of computation -- Randomness, geometry and discrete structures
title GoLD: interactive display of huge colored and textured models
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-08T09%3A47%3A26IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_acm_b&rft_val_fmt=info:ofi/fmt:kev:mtx:book&rft.genre=proceeding&rft.atitle=GoLD:%20interactive%20display%20of%20huge%20colored%20and%20textured%20models&rft.btitle=ACM%20SIGGRAPH%202005%20Papers&rft.au=Borgeat,%20Louis&rft.date=2005-07-01&rft.spage=869&rft.epage=877&rft.pages=869-877&rft.issn=0730-0301&rft.isbn=1450378250&rft.isbn_list=9781450378253&rft_id=info:doi/10.1145/1186822.1073276&rft_dat=%3Cproquest_acm_b%3E31215480%3C/proquest_acm_b%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=31215480&rft_id=info:pmid/&rfr_iscdi=true