Previous algorithms for view-dependent level of detail provide local mesh refinements either at the finest granularity or at a fixed, coarse granularity. The former provides triangle-level adaptation, often at the expense of heavy CPU usage and low triangle rendering throughput; the latter improves CPU usage and rendering throughput by operating on groups of triangles. We present a new multiresolution hierarchy and associated algorithms that provide adaptive granularity. This multi-grained hierarchy allows independent control of the number of hierarchy nodes processed on the CPU and the number of triangles to be rendered on the GPU. We employ a seamless texture atlas style of geometry image as a GPU-friendly data organization, enabling effi...
This paper presents a new technique for fast, view-dependent, realtime visualization of large multir...
Polygonal meshes are easily the most common surface representation currently employed in computer gr...
Polygonal meshes are easily the most common surface representation currently employed in computer gr...
In this paper we present a novel approach for interactive rendering of large terrain datasets which ...
We address the texture level-of-detail problem for extremely large surfaces such as terrain during r...
The Multi Triangulation framework (MT) is a very general approach for managing adaptive resolution i...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
For more than a decade, researchers working on level-of-detail techniques have oriented their effort...
In this paper, we present a novel approach for rendering of very large polygonal meshes consisting o...
Figure 1: Two screen shots of an overflight of Fort Hunter Liggett, CA that illustrate the use of 4-...
Extensive research has been carried out in multiresolution models for many decades. The tendency in...
We present an efficient approach for end-to-end out-of-core construction and interactive inspection ...
We address the texture level-of-detail problem for extremely large surfaces such as terrain during r...
In this paper, we present a novel view-dependent rendering approach for large polygonal models. In a...
We describe an efficient technique for out-of-core construction and accurate view-dependent visualiz...
This paper presents a new technique for fast, view-dependent, realtime visualization of large multir...
Polygonal meshes are easily the most common surface representation currently employed in computer gr...
Polygonal meshes are easily the most common surface representation currently employed in computer gr...
In this paper we present a novel approach for interactive rendering of large terrain datasets which ...
We address the texture level-of-detail problem for extremely large surfaces such as terrain during r...
The Multi Triangulation framework (MT) is a very general approach for managing adaptive resolution i...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
For more than a decade, researchers working on level-of-detail techniques have oriented their effort...
In this paper, we present a novel approach for rendering of very large polygonal meshes consisting o...
Figure 1: Two screen shots of an overflight of Fort Hunter Liggett, CA that illustrate the use of 4-...
Extensive research has been carried out in multiresolution models for many decades. The tendency in...
We present an efficient approach for end-to-end out-of-core construction and interactive inspection ...
We address the texture level-of-detail problem for extremely large surfaces such as terrain during r...
In this paper, we present a novel view-dependent rendering approach for large polygonal models. In a...
We describe an efficient technique for out-of-core construction and accurate view-dependent visualiz...
This paper presents a new technique for fast, view-dependent, realtime visualization of large multir...
Polygonal meshes are easily the most common surface representation currently employed in computer gr...
Polygonal meshes are easily the most common surface representation currently employed in computer gr...