We present a scheme for view-dependent level-of-detail control that is implemented entirely on programmable graphics hardware. Our scheme selectively refines and coarsens an arbitrary triangle mesh at the granularity of individual vertices to create meshes that are highly adapted to dynamic view parameters. Such fine-grain control has previously been demonstrated using sequential CPU algorithms. However, these algorithms involve pointer-based structures with intricate dependencies that cannot be handled efficiently within the restricted framework of GPU parallelism. We show that by introducing new data structures and dependency rules, one can realize fine-grain progressive mesh updates as a sequence of parallel streaming passes over the mes...
Figure 1. A 360 ° panorama view generated with dynamic mesh refinement. The frame’s input mesh is hi...
render (a); (c) is a top view of the view frustum with aggregate triangles in black. The same aggreg...
Previous algorithms for view-dependent level of detail provide local mesh refinements either at the ...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
The complexity of polygonal models still grows faster than the ability of the graphics hardware to r...
The constantly increasing complexity of polygonal models in interactive applications poses two major...
In this paper, we present a novel view-dependent rendering approach for large polygonal models. In a...
The constantly increasing complexity of polygonal models in interactive applications poses two major...
Level-of-detail (LOD) representations are an important tool for realtime rendering of complex geomet...
We present an approach to view-dependent triangle mesh simplification based on vertex removal, which...
We present a strategy for performing view-adaptive, crack-free tessellation of Catmull-Clark subdivi...
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-rest...
For more than a decade, researchers working on level-of-detail techniques have oriented their effort...
View-dependent multiresolution rendering places a heavy load on CPU. This paper presents a new metho...
Extensive research has been carried out in multiresolution models for many decades. The tendency in...
Figure 1. A 360 ° panorama view generated with dynamic mesh refinement. The frame’s input mesh is hi...
render (a); (c) is a top view of the view frustum with aggregate triangles in black. The same aggreg...
Previous algorithms for view-dependent level of detail provide local mesh refinements either at the ...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
The complexity of polygonal models still grows faster than the ability of the graphics hardware to r...
The constantly increasing complexity of polygonal models in interactive applications poses two major...
In this paper, we present a novel view-dependent rendering approach for large polygonal models. In a...
The constantly increasing complexity of polygonal models in interactive applications poses two major...
Level-of-detail (LOD) representations are an important tool for realtime rendering of complex geomet...
We present an approach to view-dependent triangle mesh simplification based on vertex removal, which...
We present a strategy for performing view-adaptive, crack-free tessellation of Catmull-Clark subdivi...
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-rest...
For more than a decade, researchers working on level-of-detail techniques have oriented their effort...
View-dependent multiresolution rendering places a heavy load on CPU. This paper presents a new metho...
Extensive research has been carried out in multiresolution models for many decades. The tendency in...
Figure 1. A 360 ° panorama view generated with dynamic mesh refinement. The frame’s input mesh is hi...
render (a); (c) is a top view of the view frustum with aggregate triangles in black. The same aggreg...
Previous algorithms for view-dependent level of detail provide local mesh refinements either at the ...