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Brian Salomon

dblp:67/4895 · DBLP profile ↗
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5ranked-venue papers
1as first author
0since 2021 · last 2005
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorHuman-computer interaction and ubiquitous computing · 3 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Rendering · 77% Geometric modeling and processing · 23%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › rendering optimization › rendering acceleration
out-of-core rendering
0.112005
Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models · IEEE Trans. Vis. Comput. Graph. 2005
Rendering
view-dependent rendering
0.112005
Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models · IEEE Trans. Vis. Comput. Graph. 2005
Geometric modeling and processing › mesh processing
mesh simplification
0.012005
Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models · IEEE Trans. Vis. Comput. Graph. 2005
Geometric modeling and processing › mesh processing › multiresolution mesh representation
progressive mesh
0.012005
Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models · IEEE Trans. Vis. Comput. Graph. 2005

Methods — techniques the papers use, named apart from their topics

occlusion culling · 0.1level of detail · 0.1cluster hierarchy · 0.1
YearPublicationVenuePosition
2005 Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models
abstract
We present a novel approach for interactive view-dependent rendering of massive models. Our algorithm combines view-dependent simplification, occlusion culling, and out-of-core rendering. We represent the model as a clustered hierarchy of progressive meshes (CHPM). We use the cluster hierarchy for coarse-grained selective refinement and progressive meshes for fine-grained local refinement. We present an out-of-core algorithm for computation of a CHPM that includes cluster decomposition, hierarchy generation, and simplification. We introduce novel cluster dependencies in the preprocess to generate crack-free, drastic simplifications at runtime. The clusters are used for LOD selection, occlusion culling, and out-of-core rendering. We add a frame of latency to the rendering pipeline to fetch newly visible clusters from the disk and avoid stalls. The CHPM reduces the refinement cost of view-dependent rendering by more than an order of magnitude as compared to a vertex hierarchy. We have implemented our algorithm on a desktop PC. We can render massive CAD, isosurface, and scanned models, consisting of tens or a few hundred million triangles at 15-35 frames per second with little loss in image quality.
Sung-Eui Yoon, Brian Salomon, Russell Gayle, Dinesh Manocha
IEEE Trans. Vis. Comput. Graph.2
2004 Fast Collision Detection between Massive Models using Dynamic Simplification
Sung-Eui Yoon, Brian Salomon, Ming C. Lin, Dinesh Manocha
Symposium on Geometry Processing2
2004 Quick-VDR: Interactive View-Dependent Rendering of Massive Models
abstract
We present a novel approach for interactive view-dependent rendering of massive models. Our algorithm combines view-dependent simplification, occlusion culling, and out-of-core rendering. We represent the model as a clustered hierarchy of progressive meshes (CHPM). We use the cluster hierarchy for coarse-grained selective refinement and progressive meshes for fine-grained local refinement. We present an out-of-core algorithm for computation of a CHPM that includes cluster decomposition, hierarchy generation, and simplification. We make use of novel cluster dependencies in preprocess to generate crack-free, drastic simplifications at runtime. The clusters are used for occlusion culling and out-of-core rendering. We add a frame of latency to the rendering pipeline to fetch newly visible clusters from the disk and to avoid stalls. The CHPM reduces the refinement cost for view-dependent rendering by more than an order of magnitude as compared to a vertex hierarchy. We have implemented our algorithm on a desktop PC. We can render massive CAD, isosurface, and scanned models, consisting of tens or a few hundreds of millions of triangles at 10-35 frames per second with little loss in image quality.
Sung-Eui Yoon, Brian Salomon, Russell Gayle, Dinesh Manocha
IEEE Visualization2
2003 Interactive navigation in complex environments using path planning
abstract
We present a novel approach for interactive navigation in complex 3D synthetic environments using path planning. Our algorithm precomputes a global roadmap of the environment by using a variant of randomized motion planning algorithm along with a reachability-based analysis. At runtime, our algorithm performs graph searching and automatically computes a collision-free and constrained path between two user specified locations. It also enables local user-steered exploration, subject to motion constraints and integrates these capabilities in the control loop of 3D interaction. Our algorithm only requires the scene geometry, avatar orientation, and parameters relating the avatar size to the model size. The performance of the preprocessing algorithm grows as a linear function of the model size. We demonstrate its performance on two large environments: a power plant and a factory room.
Brian Salomon, Maxim Garber, Ming C. Lin, Dinesh Manocha
SI3D1
2003 Interactive View-Dependent Rendering with Conservative Occlusion Culling in Complex Environments
abstract
This paper presents an algorithm combining view-dependent rendering and conservative occlusion culling for interactive display of complex environments. A vertex hierarchy of the entire scene is decomposed into a cluster hierarchy through a novel clustering and partitioning algorithm. The cluster hierarchy is then used for view-frustum and occlusion culling. Using hardware accelerated occlusion queries and frame-to-frame coherence, a potentially visible set of clusters is computed. An active vertex front and face list is computed from the visible clusters and rendered using vertex arrays. The integrated algorithm has been implemented on a Pentium IV PC with a NVIDIA GeForce 4 graphics card and applied in two complex environments composed of millions of triangles. The resulting system can render these environments at interactive rates with little loss in image quality and minimal popping artifacts.
Sung-Eui Yoon, Brian Salomon, Dinesh Manocha
IEEE Visualization2