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We present visibility computation and data organization algorithms that enable high-fidelity walkthroughs of large 3D geometric data sets. A novel feature of our walkthrough system is that it performs work proportional only to the required detail in visible geometry at the rendering time. To accomplish this, we use a precomputation phase that efficiently generates per cell vLOD: the geometry visible from a view-region at the right level of detail. We encode changes between neighboring cells' vLODs, which are not required to be memory resident. At the rendering time, we incrementally construct the vLOD for the current view-cell and render it. We have a small CPU and memory requirement for rendering and are able to display models with tens of millions of polygons at interactive frame rates with less than one pixel screen-space deviation and accurate visibility.
Interactive walkthrough, levels of detail, visibility computation, compression.

D. S. Johnson et al., "vLOD: High-Fidelity Walkthrough of Large Virtual Environments," in IEEE Transactions on Visualization & Computer Graphics, vol. 11, no. , pp. 35-47, 2005.
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