SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Simplifying surfaces with color and texture using quadric error metrics
Proceedings of the conference on Visualization '98
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
Selective rendering using task-importance maps
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
Evaluation of supra-threshold perceptual metrics for 3D models
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
Pixel-correct shadow maps with temporal reprojection and shadow test confidence
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
ACM SIGGRAPH Asia 2009 papers
Exploiting temporal coherence in real-time rendering
ACM SIGGRAPH ASIA 2010 Courses
Perception of simplification artifacts for animated characters
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception in Graphics and Visualization
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
Temporal Coherence Methods in Real-Time Rendering
Computer Graphics Forum
Fast percentage closer soft shadows using temporal coherence
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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In this paper we present a method for automatic interpolation between adjacent discrete levels of detail to achieve smooth LOD changes in image space. We achieve this by breaking the problem into two passes: We render the two LOD levels individually and combine them in a separate pass afterwards. The interpolation is formulated in a way that only one level has to be updated per frame and the other can be reused from the previous frame, thereby causing roughly the same render cost as with simple non interpolated discrete LOD rendering, only incurring the slight overhead of the final combination pass. Additionally we describe customized interpolation schemes using visibility textures. The method was designed with the ease of integration into existing engines in mind. It requires neither sorting nor blending of objects, nor does it introduce any constrains in the LOD used. The LODs can be coplanar, alpha masked, animated, impostors, and intersecting, while still interpolating smoothly.