Data Management, Access, and Compression for
Interactive 3D Rendering
Current graphics and visualization systems have to be built such that they can handle gigantic data sets like those from large scientific simulations including nuclear and power simulations, and geometric data sets such as digital models of defense and commercial equipments like aircrafts, ships and power-plants. Such large data sets cannot fit into the main memory of the machines or rendered interactively in current graphics systems. This project involves fundamental research in designing algorithms for efficient compression of these large data sets that enables fast decompression of the required portion of the data set in the main-memory and efficient interactive rendering of these data sets.
This study explores three research directions to solve the problem of interactive walkthrough of gigantic data sets: syntactic compression, semantic compression, and access sensitive data layouts. Syntactic compression deals with compressing data bits. In this project, compression algorithms that exhibit properties like random-access decompression and stop-any-time decompression are studied. Semantic compression deals with representing objects with fewer primitives. In this context, this research studies parameterizable semantic compression algorithms that trades-off space for compression efficiency. Finally, optimal data layouts depend on application, and this study explores optimal data layout schemes of the 3D data sets on external memory for interactive walkthrough applications. This includes partitioning of the 3D data set using different metrics like normal vector deviation and spatial distance between objects, and computing the linear layout of these partitions in the external memory using graph algorithms.
We are thankful to NSF for funding this project through Award Number: CPA: 0811809.
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Data
Management for SSDs for Large-Scale Interactive Graphics Applications Behzad Sajadi, Shan Jiang, Jae-Pil Heo, Sung-Eui Yoon, M. Gopi ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
(I3D),
2011. [pdf] [Video] |
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Feature Oriented Progressive Lossless Mesh Coding Jingliang Peng, Yan Huang, C.-C. Jay Kuo, Ilya Eckstein, M. Gopi Pacific Graphics, 2010. [pdf] |
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Streaming
Surface Sampling Using Gaussian e-nets Pablo Diaz-Gutierrez, Jonas Bosch, Renato Pajarola, M. Gopi Computer
Graphics International, 2009. [pdf] |
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A Novel Page-Based Data
Structure for Interactive Walkthroughs |
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A Generic Scheme for Progressive Point Cloud Coding Yan Huang, Jingliang Peng, C.-C Jay Kuo, M. Gopi IEEE Trans. on Visualization and Computer Graphics, pp 440-453, 14(2), Mar/Apr 2008. [pdf] |
1. City Model in Page Format
Number of Vertices: 117,477,050
Number of Triangles: 107,577,969
Number of Pages: 931,166
Author: Behzad Sajadi, Shan Jiang, M. Gopi
Download:
Readme File: readme.txt
Data Reader: pageReader.cpp
Renderer: OutOfCoreRenderer.zip
Data File 1: CityModel.zip
Data File 2: kdtree.zip
Images:

Yan Huang,
Pablo Diaz-Gutierrez
Jingliang Peng,
Sung-Eui Yoon,
C.-C Jay Kuo
Last updated: 12/11/2010