ABSTRACT
We present a new data structure for rendering highly complex virtual environments of arbitrary topology. The special feature of our approach is that it allows an interactive navigation in very large scenes (30 GB/400 million polygons in our benchmark scenes) that cannot be stored in main memory, but only on a local or remote hard disk. Furthermore, it allows interactive rendering of substantially more complex scenes by instantiating objects.For the computation of an approximate image of the scene, a sampling technique is used. In the preprocessing, a so-called sample tree is built whose nodes contain randomly selected polygons from the scene. This tree only uses space that is linear in the number of polygons. In order to produce an image of the scene, the tree is traversed and polygons stored in the visited nodes are rendered. During the interactive walkthrough, parts of the sample tree are loaded from local or remote hard disk.We implemented our algorithm in a prototypical walkthrough system. Analysis and experiments show that the quality of our images is comparable to images computed by the conventional z-buffer algorithm regardless of the scene topology.
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Index Terms
- The randomized sample tree: a data structure for interactive walkthroughs in externally stored virtual environments
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