SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Finding Hamiltonian cycles in Delaunay triangulations is NP-complete
Discrete Applied Mathematics
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Stripe: a software tool for efficient triangle strips
SIGGRAPH '96 ACM SIGGRAPH 96 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '96
View-dependent refinement of progressive meshes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Efficient implementation of multi-triangulations
Proceedings of the conference on Visualization '98
Optimization of mesh locality for transparent vertex caching
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Skip strips: maintaining triangle strips for view-dependent rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
The digital Michelangelo project: 3D scanning of large statues
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
XFastMesh: fast view-dependent meshing from external memory
Proceedings of the conference on Visualization '02
Adaptive Real-Time Level-of-Detail-Based Rendering for Polygonal Models
IEEE Transactions on Visualization and Computer Graphics
A Developer's Survey of Polygonal Simplification Algorithms
IEEE Computer Graphics and Applications
Out-of-core construction and visualization of multiresolution surfaces
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Tunneling for triangle strips in continuous level-of-detail meshes
GRIN'01 No description on Graphics interface 2001
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
FastMesh: Efficient View-Dependent Meshing
PG '01 Proceedings of the 9th Pacific Conference on Computer Graphics and Applications
DStrips: Dynamic Triangle Strips for Real-Time Mesh Simplification and Rendering
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Single-strip triangulation of manifolds with arbitrary topology
SCG '04 Proceedings of the twentieth annual symposium on Computational geometry
Quick-VDR: Interactive View-Dependent Rendering of Massive Models
VIS '04 Proceedings of the conference on Visualization '04
Efficiently using connectivity information between triangles in a mesh for real-time rendering
Future Generation Computer Systems - Special issue: Computer graphics and geometric modeling
GPGPU: general purpose computation on graphics hardware
ACM SIGGRAPH 2004 Course Notes
Single-strips for fast interactive rendering
The Visual Computer: International Journal of Computer Graphics
Technical Section: Comparison of triangle strips algorithms
Computers and Graphics
CGI '05 Proceedings of the Computer Graphics International 2005
Progressive buffers: view-dependent geometry and texture LOD rendering
SGP '05 Proceedings of the third Eurographics symposium on Geometry processing
Continuous level of detail on graphics hardware
DGCI'06 Proceedings of the 13th international conference on Discrete Geometry for Computer Imagery
A comparative study of acceleration techniques for geometric visualization
ICCS'05 Proceedings of the 5th international conference on Computational Science - Volume Part II
Rendering continuous level-of-detail meshes by Masking Strips
Graphical Models
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In this paper we present a new continuous multiresolution framework which has been developed in view of the outstanding evolution of hardware. Our interest not only focuses on exploiting GPUs possibilities, but also on making the best possible use of the capabilities offered by new bus technologies. On the one hand, we store the geometry, based on triangle strips, in high-performance memory on the GPU, offering fast rendering time. On the other hand, we have designed our level-of-detail extraction algorithm in order to make the most of current PCI Express bus characteristics, by sending the minimum information in the most appropriate way while taking into account the appearance of degenerate triangles. The results section shows that our model improves the efficiency of previously existing solutions. Its easy integration and its short extraction time make it suitable for game engines and graphics libraries which often resort to discrete models when it comes to selecting a multiresolution technique.