Multi-grained level of detail using a hierarchical seamless texture atlas
Krzysztof Niski, Budirijanto Purnomo, Jonathan Cohen
Symposium on Interactive 3D Graphics and Games, April 2007, pp. 153--160.
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.
Article URL: http://dx.doi.org/10.1145/1230100.1230127
BibTeX format:
@inproceedings{Niski:2007:MLO,
  author = {Krzysztof Niski and Budirijanto Purnomo and Jonathan Cohen},
  title = {Multi-grained level of detail using a hierarchical seamless texture atlas},
  booktitle = {Symposium on Interactive 3D Graphics and Games},
  pages = {153--160},
  month = apr,
  year = {2007},
}
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