SIGGRAPH '96 Proceedings of the 23rd 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
Appearance-preserving simplification
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
Perceptually-Driven Simplification for Interactive Rendering
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models
IEEE Transactions on Visualization and Computer Graphics
Generic mesh refinement on GPU
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
GoLD: interactive display of huge colored and textured models
ACM SIGGRAPH 2005 Papers
Multi-grained level of detail using a hierarchical seamless texture atlas
Proceedings of the 2007 symposium on Interactive 3D graphics and games
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
Continuous level of detail for large scale rendering of 3d animated polygonal models
AMDO'12 Proceedings of the 7th international conference on Articulated Motion and Deformable Objects
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Virtual environments for interactive applications demand highly realistic scenarios, which tend to be large and densely populated with very detailed meshes. Despite the outstanding evolution of graphics hardware, current GPUs are still not capable of managing these vast amounts of geometry. A solution to overcome this problem is the use of level-of-detail techniques, which recently have been oriented towards the exploitation of GPUs. Nevertheless, although some solutions present very good results, they are usually based on complex data structures and algorithms. We thus propose a new multiresolution model based on triangles which is simple and efficient. The main idea is to modify the list of vertices when changing to a new level of detail, in contrast to previous models which modify the index list, which simplifies the extraction process. This feature also provides a perfect framework for adapting the algorithm to work completely on the GPU.