THE UC BERKELEY SYSTEM FOR INTERACTIVE VISUALIZATION OF LARGE ARCHITECTURAL MODELS

Citation
T. Funkhouser et al., THE UC BERKELEY SYSTEM FOR INTERACTIVE VISUALIZATION OF LARGE ARCHITECTURAL MODELS, Presence, 5(1), 1995, pp. 13-44
Citations number
43
Categorie Soggetti
Controlo Theory & Cybernetics","Computer Science Cybernetics","Computer Science Software Graphycs Programming
Journal title
ISSN journal
10547460
Volume
5
Issue
1
Year of publication
1995
Pages
13 - 44
Database
ISI
SICI code
1054-7460(1995)5:1<13:TUBSFI>2.0.ZU;2-B
Abstract
Realistic-looking architectural models with furniture may consist of m illions of polygons and require gigabytes of data--far more than today 's workstations can render at interactive frame rates or store in phys ical memory. We have developed data structures and algorithms for iden tifying a small portion of a large model to load into memory and rende r during each frame of an interactive walkthrough. Our algorithms rely upon an efficient display database that represents a building model a s a set of objects, each of which can be described at multiple levels of detail, and contains an index of spatial cells with precomputed cel l-to-cell and cell-to-object visibility information. As the observer m oves through the model interactively, a real-time visibility algorithm traces sightline beams through transparent cell boundaries to determi ne a small set of objects potentially visible to the observer. An opti mization algorithm dynamically selects a level of detail and rendering algorithm with which to display each potentially visible object to me et a user-specified target frame time. Throughout, memory management a lgorithms predict observer motion and prefetch objects from disk that may become visible during imminent frames. This paper describes an int eractive building walkthrough system that uses these data structures a nd algorithms to maintain interactive frame rates during visualization of very large models. So far, the implementation supports models whos e major occluding surfaces are axis-aligned rectangles (e.g., typical buildings). This system is able to maintain over twenty frames per sec ond with little noticeable detail elision during interactive walkthrou ghs of a building model containing over one million polygons.