Geometry images resample meshes to represent them as texture for efficient GPU processing by forcing a regular parameterization that often incurs a large amount of distortion. Previous approaches broke the geometry image into multiple rectangular or irregular charts to reduce distortion, but complicated the automatic level of detail one gets from MIP-maps of the geometry image. We introduce triangular-chart geometry images and show this new approach better supports the GPU-side representation and display of skinned dynamic meshes, with support for feature preservation, bounding volumes, and view-dependent level of detail. Triangular charts pack efficiently, simplify the elimination of T-junctions, arise naturally from an edge-collapse simpl...