Abstract | ||
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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. |
Year | DOI | Venue |
---|---|---|
2011 | 10.1007/s00371-011-0554-2 | The Visual Computer |
Keywords | Field | DocType |
gpu shaders,new level-of-detail scheme,extraction process,level-of-detail extraction,symmetric extraction algorithm,multiresolution modeling · level of detail · real-time rendering · gpu,level-of-detail mesh,extensive research,graphics hardware,different approximation,different use,key aspect,level of detail,real time rendering | Computer vision,Volume rendering,Polygon mesh,Graphics hardware,Computer science,Level of detail,Real-time rendering,Artificial intelligence,Rendering (computer graphics),Shader,Software rendering | Journal |
Volume | Issue | ISSN |
27 | 9 | 1432-2315 |
Citations | PageRank | References |
1 | 0.36 | 33 |
Authors | ||
3 |
Name | Order | Citations | PageRank |
---|---|---|---|
Oscar Ripolles | 1 | 40 | 8.61 |
Miguel Chover | 2 | 96 | 23.80 |
Francisco Ramos | 3 | 17 | 4.00 |