Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Dynamic view-dependent simplification for polygonal models
Proceedings of the 7th conference on Visualization '96
View-dependent refinement of progressive meshes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
View-dependent simplification of arbitrary polygonal environments
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Smooth view-dependent level-of-detail control and its application to terrain rendering
Proceedings of the conference on Visualization '98
Efficient implementation of multi-triangulations
Proceedings of the conference on Visualization '98
Fast view-dependent level-of-detail rendering using cached geometry
Proceedings of the conference on Visualization '02
Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core Visualization
IEEE Transactions on Visualization and Computer Graphics
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
Efficient Implementation of Real-Time View-Dependent Multiresolution Meshing
IEEE Transactions on Visualization and Computer Graphics
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
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
A realtime GPU subdivision kernel
ACM SIGGRAPH 2005 Papers
GPU-based trimming and tessellation of NURBS and T-Spline surfaces
ACM SIGGRAPH 2005 Papers
Hardware accelerated multi-resolution geometry synthesis
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
View-dependent refinement of multiresolution meshes using programmable graphics hardware
The Visual Computer: International Journal of Computer Graphics
Real-time mesh simplification using the GPU
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Progressive buffers: view-dependent geometry and texture LOD rendering
SGP '05 Proceedings of the third Eurographics symposium on Geometry processing
GPU accelerated isosurface extraction on tetrahedral grids
ISVC'06 Proceedings of the Second international conference on Advances in Visual Computing - Volume Part I
VISSYM'04 Proceedings of the Sixth Joint Eurographics - IEEE TCVG conference on Visualization
Technical Section: CHuMI viewer: Compressive huge mesh interactive viewer
Computers and Graphics
A real-time system for crowd rendering: parallel LOD and texture-preserving approach on GPU
MIG'11 Proceedings of the 4th international conference on Motion in Games
A GPU-based Approach for Massive Model Rendering with Frame-to-Frame Coherence
Computer Graphics Forum
Rasterized Bounding Volume Hierarchies
Computer Graphics Forum
Simplification and streaming of GIS terrain for web clients
Proceedings of the 17th International Conference on 3D Web Technology
ManyLoDs: parallel many-view level-of-detail selection for real-time global illumination
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Parallel view-dependent refinement of compact progressive meshes
EG PGV'10 Proceedings of the 10th Eurographics conference on Parallel Graphics and Visualization
Dependency-Free Parallel Progressive Meshes
Computer Graphics Forum
SMI 2013: POMAR: Compression of progressive oriented meshes accessible randomly
Computers and Graphics
Technical Section: Adaptive multi-chart and multiresolution mesh representation
Computers and Graphics
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We present a scheme for view-dependent level-of-detail control that is implemented entirely on programmable graphics hardware. Our scheme selectively refines and coarsens an arbitrary triangle mesh at the granularity of individual vertices, to create meshes that are highly adapted to dynamic view parameters. Such fine-grain control has previously been demonstrated using sequential CPU algorithms. However, these algorithms involve pointer-based structures with intricate dependencies that cannot be handled efficiently within the restricted framework of GPU parallelism. We show that by introducing new data structures and dependency rules, one can realize fine-grain progressive mesh updates as a sequence of parallel streaming passes over the mesh elements. A major design challenge is that the GPU processes stream elements in isolation. The mesh update algorithm has time complexity proportional to the selectively refined mesh, and moreover can be amortized across several frames. The static data structure is remarkably compact, requiring only 57% more memory than an indexed triangle list. We demonstrate real-time exploration of complex models with normals and textures.