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Trees, bushes, and other plants are ubiquitous in urban environments, and realistic models of trees can add a great deal of realism to a digital urban scene. There has been much research on <i>modeling</i> tree structures, but limited work on <i>reconstructing</i> the geometry of real-world trees -- even then, most works have focused on reconstruction from(More)
In this paper we present a novel approach for interactive rendering of large terrain datasets. Our approach is based on subdividing a terrain into rectangular patches at different resolutions. Each patch is represented by four triangular tiles that are selected form different resolutions, and four strips which are used to stitch the four tiles in a seamless(More)
We present a lobe-based tree representation for modeling trees. The new representation is based on the observation that the tree's foliage details can be abstracted into canonical geometry structures, termed lobe-textures. We introduce techniques to (i) approximate the geometry of given tree data and encode it into a lobe-based representation, (ii) decode(More)
In this paper we present a novel real-time cartoon-style rendering approach, which targets very large meshes. Cartoon drawing usually uses a limited number of colors for shading and emphasizes special effects, such as sharp curvature and silhouettes. It also paints the remaining large regions with uniform solid colors. Our approach quantizes light intensity(More)
In this paper we present persistent grid mapping (PGM), a novel framework for interactive view-dependent terrain rendering. Our algorithm is geared toward high utilization of modern GPUs, and takes advantage of ray tracing and mesh rendering. The algorithm maintains multiple levels of the elevation and color maps to achieve a faithful sampling of the viewed(More)
In this paper we present a new approach for interactive view-dependent rendering of large polygonal datasets, which relies on advanced features of modern graphics hardware. Our preprocessing algorithm starts by generating a simplified representation of the input mesh. It then builds a multiresolution hierarchy for the simplified model. For each face in the(More)
In this paper we present the Persistent Grid Mapping (PGM), a novel framework for interactive terrain rendering that provides a screen-uniform tessellation of terrains in a view-dependent manner. The persistent grid, which covers the entire screen, is triangulated with respect to the rendering capabilities of the graphics hardware and cached in video(More)
In this paper we present a new approach for interactive view-dependent rendering of large polygonal data sets which relies on advanced features of modern graphics hardware. Our preprocessing algorithm starts by generating a simplified representation of the input mesh. It then builds a multiresolution hierarchy for the simplified model. For each face in the(More)
The recent increase in the generated polygonal dataset sizes has outpaced the performance of graphics hardware. Several solutions such as multiresolution hierarchies and level-of-detail rendering have been developed to bridge the increasing gap. However, the discrete levels of detail generate annoying popping effects, the preliminaries multiresolution(More)
In this paper we present a new approach for interactive view-dependent rendering of large polygonal data sets which relies on advanced features of modern graphics hardware. Our preprocessing algorithm starts by generating a simplified representation of the input mesh. It then builds a multiresolution hierarchy for the simplified model. For each face in the(More)
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