TY - GEN
T1 - QSplat
T2 - 27th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2000
AU - Rusinkiewicz, Szymon
AU - Levoy, Marc
N1 - Publisher Copyright:
© ACM 2000.
PY - 2000/7/1
Y1 - 2000/7/1
N2 - Advances in 3D scanning technologies have enabled the practical creation of meshes with hundreds of millions of polygons. Traditional algorithms for display, simplification, and progressive transmission of meshes are impractical for data sets of this size. We describe a system for representing and progressively displaying these meshes that combines a multiresolution hierarchy based on bounding spheres with a rendering system based on points. A single data structure is used for view frustum culling, backface culling, level-of-detail selection, and rendering. The representation is compact and can be computed quickly, making it suitable for large data sets. Our implementation, written for use in a large-scale 3D digitization project, launches quickly, maintains a user-settable interactive frame rate regardless of object complexity or camera position, yields reasonable image quality during motion, and refines progressively when idle to a high final image quality. We have demonstrated the system on scanned models containing hundreds of millions of samples.
AB - Advances in 3D scanning technologies have enabled the practical creation of meshes with hundreds of millions of polygons. Traditional algorithms for display, simplification, and progressive transmission of meshes are impractical for data sets of this size. We describe a system for representing and progressively displaying these meshes that combines a multiresolution hierarchy based on bounding spheres with a rendering system based on points. A single data structure is used for view frustum culling, backface culling, level-of-detail selection, and rendering. The representation is compact and can be computed quickly, making it suitable for large data sets. Our implementation, written for use in a large-scale 3D digitization project, launches quickly, maintains a user-settable interactive frame rate regardless of object complexity or camera position, yields reasonable image quality during motion, and refines progressively when idle to a high final image quality. We have demonstrated the system on scanned models containing hundreds of millions of samples.
KW - Compression algorithms
KW - Level of detail algorithms
KW - Rendering systems
KW - Spatial data structures
UR - http://www.scopus.com/inward/record.url?scp=85131016453&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85131016453&partnerID=8YFLogxK
U2 - 10.1145/344779.344940
DO - 10.1145/344779.344940
M3 - Conference contribution
AN - SCOPUS:85131016453
T3 - SIGGRAPH 2000 - Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques
SP - 343
EP - 352
BT - SIGGRAPH 2000 - Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques
PB - Association for Computing Machinery, Inc
Y2 - 23 July 2000 through 28 July 2000
ER -