4.6 Article Proceedings Paper

View-dependent refinement of multiresolution meshes using programmable graphics hardware

期刊

VISUAL COMPUTER
卷 22, 期 6, 页码 424-433

出版社

SPRINGER
DOI: 10.1007/s00371-006-0020-8

关键词

view-dependent multiresolution rendering; level of detail (LOD); quadtree; texture atlas; graphics processing unit (GPU)

向作者/读者索取更多资源

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.

作者

我是这篇论文的作者
点击您的名字以认领此论文并将其添加到您的个人资料中。

评论

主要评分

4.6
评分不足

次要评分

新颖性
-
重要性
-
科学严谨性
-
评价这篇论文

推荐

暂无数据
暂无数据