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realtime rendering
Development of geometry simplification and realtime rendering technique is beyond the scope of this work.
      
Instead, realtime rendering depends on the input data to be delivered to all hosts quickly, in particular for head tracking.
      
In fact, for realtime rendering local availability of graphical models is compulsory.
      
In order for near-realtime rendering, we exploited some spatial data structures and preprocessing techniques.
      
To feel comfortable working with such system, realtime rendering is necessary.
      
The realtime rendering problem will remain since there is really no upper bound on rendering quality or scene complexity.
      
Up to the present, polygonal interpolation has dominated realtime rendering, revealing characteristics inappropriate for global illumination.
      
We focus in this paper primarily on realtime rendering, and review several representations suitable for such applications in Section 2.
      
We introduce hybrid billboard clouds, a part-mesh, part-billboard representation used to simplify 3D models in the context of realtime rendering.
      
 

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