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This dissertation describes hierarchical dynamic simplification (HDS), a new approach to the problem of simplifying arbitrary polygonal environments. HDS is dynamic, retessellating the scene continually as the user's viewing position shifts, and global, processing the entire database without first decomposing the environment into individual objects. The(More)
We present an algorithm and a system for accelerated display of massive static and dynamic environments using hierarchical simplification. Given a geometric dataset, we represent it using a scene graph and compute levels of detail (LODs) for each node in the graph. We augment the LODs with automatically-generated hierarchical levels of detail (HLODs) that(More)
We present a system for rendering very complex 3D models at interactive rates. We select a subset of the model as preferred viewpoints and partition the space into virtual cells. Each cell contains near geometry, rendered using levels of detail and visibility culling, and far geometry, rendered as a textured depth mesh. Our system automatically balances the(More)
We present a framework for rendering very large 3D models at nearly interactive rates. The framework scales with model size. Our framework can integrate multiple rendering acceleration techniques, including visibility culling, geometric levels of detail, and image-based approaches. We describe the database representation scheme for massive models used by(More)
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