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Multi-grained level of detail using a hierarchical seamless texture atlas

Published:30 April 2007Publication History

ABSTRACT

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 efficient rendering and GPU-based stitching of patch borders. We demonstrate our approach on both large triangle meshes and terrains with up to billions of vertices.

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                cover image ACM Conferences
                I3D '07: Proceedings of the 2007 symposium on Interactive 3D graphics and games
                April 2007
                196 pages
                ISBN:9781595936288
                DOI:10.1145/1230100

                Copyright © 2007 ACM

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                Publication History

                • Published: 30 April 2007

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