Journal
VISUAL COMPUTER
Volume 22, Issue 6, Pages 424-433Publisher
SPRINGER
DOI: 10.1007/s00371-006-0020-8
Keywords
view-dependent multiresolution rendering; level of detail (LOD); quadtree; texture atlas; graphics processing unit (GPU)
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View-dependent multiresolution rendering places a heavy load on CPU. This paper presents a new method on view-dependent refinement of multiresolution meshes by using the computation power of modern programmable graphics hardware (GPU). Two rendering passes using this method are included. During the first pass, the level of detail selection is performed in the fragment shaders. The resultant buffer from the first pass is taken as the input texture to the second rendering pass by vertex texturing, and then the node culling and triangulation can be performed in the vertex shaders. Our approach can generate adaptive meshes in real-time, and can be fully implemented on GPU. The method improves the efficiency of mesh simplification, and significantly alleviates the computing load on CPU.
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