render (a); (c) is a top view of the view frustum with aggregate triangles in black. The same aggregate triangle is highlighted in (b) and (c). Level-of-detail rendering is essential for rendering very large, de-tailed worlds in real-time. Unfortunately, level-of-detail computa-tions can be expensive, creating a bottleneck at the CPU. This paper presents the CABTT algorithm, an extension to exist-ing binary-triangle-tree-based level-of-detail algorithms. Instead of manipulating triangles, the CABTT algorithm instead operates on clusters of geometry called aggregate triangles. This reduces CPU overhead, eliminating a bottleneck common to level-of-detail algo-rithms. Since aggregate triangles stay fixed over several frames, they may be cached...
Recent advances in graphics architecture focus on improving texture performance and pixel processing...
We describe a parallel framework for interactive smooth rendering of massive terrains. We define a p...
This paper introduces a framebuffer level of detail algorithm for controlling the pixel workload in ...
Extensive research has been carried out in multiresolution models for many decades. The tendency in...
Figure 1: A subset of the 10 detail levels for the Welsh Dragon generated with our algorithm. Highly...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
Despite the vast processing power of modern GPUs, rendering terrain geometry at sufficient frame rat...
Abstract: Many techniques have been developed in order to accelerate the visualization of large tria...
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-rest...
In this paper we describe an algorithm to speed up the rendering of triangulated meshes. The gap bet...
Abstract:- Real-time visualization of 3D scenes is a very important feature of many computer graphic...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
Previous algorithms for view-dependent level of detail provide local mesh refinements either at the ...
For a long time, triangles have been considered the state-of-sthe-art primitive for fast interactive...
For more than a decade, researchers working on level-of-detail techniques have oriented their effort...
Recent advances in graphics architecture focus on improving texture performance and pixel processing...
We describe a parallel framework for interactive smooth rendering of massive terrains. We define a p...
This paper introduces a framebuffer level of detail algorithm for controlling the pixel workload in ...
Extensive research has been carried out in multiresolution models for many decades. The tendency in...
Figure 1: A subset of the 10 detail levels for the Welsh Dragon generated with our algorithm. Highly...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
Despite the vast processing power of modern GPUs, rendering terrain geometry at sufficient frame rat...
Abstract: Many techniques have been developed in order to accelerate the visualization of large tria...
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-rest...
In this paper we describe an algorithm to speed up the rendering of triangulated meshes. The gap bet...
Abstract:- Real-time visualization of 3D scenes is a very important feature of many computer graphic...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
Previous algorithms for view-dependent level of detail provide local mesh refinements either at the ...
For a long time, triangles have been considered the state-of-sthe-art primitive for fast interactive...
For more than a decade, researchers working on level-of-detail techniques have oriented their effort...
Recent advances in graphics architecture focus on improving texture performance and pixel processing...
We describe a parallel framework for interactive smooth rendering of massive terrains. We define a p...
This paper introduces a framebuffer level of detail algorithm for controlling the pixel workload in ...