Hardware accelerated multi-resolution geometry synthesis
Martin Bokeloh, Michael Wand
Symposium on Interactive 3D Graphics and Games, March 2006, pp. 191--198.
Abstract: In this paper, we propose a new technique for hardware accelerated multi-resolution geometry synthesis. The level of detail for a given viewpoint is created on-the-fly, allowing for an almost unlimited model resolution in rendering without excessive memory usage. The models consist of regularly sampled rectangular patches that are subdivided hierarchically by a programmable shader in order to create different levels of resolution. The approach is inherently parallel and lends itself to an implementation on vector processor-like parallel architectures. We demonstrate this property by an implementation on programmable graphics hardware. This implementation shows a substantial performance benefit over a CPU-based implementation by up to more than an order of magnitude. We apply the framework to rendering of smooth surfaces and to rendering of complexly structured fractal landscapes using a novel multi-channel fractal subdivision technique. Due to the hardware acceleration, it is possible to perform interactive editing and walkthroughs of such scenes in real-time.
Article URL: http://dx.doi.org/10.1145/1111411.1111446
BibTeX format:
@inproceedings{Bokeloh:2006:HAM,
  author = {Martin Bokeloh and Michael Wand},
  title = {Hardware accelerated multi-resolution geometry synthesis},
  booktitle = {Symposium on Interactive 3D Graphics and Games},
  pages = {191--198},
  month = mar,
  year = {2006},
}
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