Abstract | ||
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We describe a new dynamic level-of-detail (LOD) technique that allows real-time rendering of large tetrahedral meshes. Unlike approaches that require hierarchies of tetrahedra, our approach uses a subset of the faces that compose the mesh. No connectivity is used for these faces so our technique eliminates the need for topological information and hierarchical data structures. By operating on a simple set of triangular faces, our algorithm allows a robust and straightforward graphics hardware (GPU) implementation. Because the subset of faces processed can be constrained to arbitrary size, interactive rendering is possible for a wide range of data sets and hardware configurations. |
Year | DOI | Venue |
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2005 | 10.1109/VIS.2005.61 | IEEE VISUALIZATION 2005, PROCEEDINGS |
Keywords | Field | DocType |
interactive volume rendering, multiresolution meshes, level-of-detail, tetrahedral meshes | Graphics hardware,Computer graphics (images),Computer science,Computational geometry,Theoretical computer science,Artificial intelligence,OpenGL,Data structure,Computer vision,Level of detail,Tetrahedron,Rendering (computer graphics),Mesh generation | Conference |
Citations | PageRank | References |
17 | 0.71 | 34 |
Authors | ||
4 |
Name | Order | Citations | PageRank |
---|---|---|---|
Steven P. Callahan | 1 | 758 | 44.35 |
João Luiz Dihl Comba | 2 | 106 | 6.84 |
Peter Shirley | 3 | 4732 | 426.39 |
Cláudio T. Silva | 4 | 5054 | 290.90 |