Visualization of level-of-detail meshes on the GPU
Oscar Ripolles, Miguel Chover, Francisco Ramos
In The Visual Computer, 27(9), September 2011.
Abstract: Extensive research has been carried out in multiresolution models for many decades. The tendency in recent years has been to harness the potential of GPUs to perform the level-of-detail extraction on graphics hardware. The aim of this work is to present a new level-of-detail scheme based on triangles which is both simple and efficient. In this approach, the extraction process updates vertices instead of indices, thus providing a perfect framework for adapting the algorithms to work completely on GPU shaders. One of the key aspects of our proposal is the need for just a single rendering pass in order to obtain the desired geometry. Moreover, coherence among the different approximations is maximized by means of a symmetric extraction algorithm, which performs the same process when refining and coarsening the mesh. Lastly, we also introduce different uses of the scheme to offer continuous and view-dependent resolution.
Article URL: http://dx.doi.org/10.1007/s00371-011-0554-2
BibTeX format:
@article{Ripolles:2011:VOL,
  author = {Oscar Ripolles and Miguel Chover and Francisco Ramos},
  title = {Visualization of level-of-detail meshes on the GPU},
  journal = {The Visual Computer},
  volume = {27},
  number = {9},
  pages = {793--809},
  month = sep,
  year = {2011},
}
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