During the past years, increasing computing power has opened the door to 3D
scene complexities that were unimaginable a decade ago. But this quantitat
ive leap reveals a new class of problems: software architectures for small-
or mid-scale models typically do not scale and consequently fail to be app
ropriate for large-scale modeling and visualization. While there is signifi
cant progress in visualizing large models locally using libraries like Open
GL Optimizer or the Fahrenheit project, these libraries are still relativel
y low-level in terms of their geometric primitives. Our belief is that a tr
ue leap in scene complexity can only be achieved with much more compact and
abstract model descriptions. Visualizing models at a detail resulting in t
riangle numbers that are-when accurately tesselated-four or five orders of
magnitude greater than those that can be visualised interactively with curr
ent high-end graphics hardware, demands completely new approaches for the h
andling, of complex scenes, thereby, opening the research fields of languag
e-based modeling and efficient model evaluation. (C) 1999 Elsevier Science
Ltd. All rights reserved.