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
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
IEEE Transactions on Visualization and Computer Graphics
FastMesh: Efficient View-Dependent Meshing
PG '01 Proceedings of the 9th Pacific Conference on Computer Graphics and Applications
Efficient Implementation of Real-Time View-Dependent Multiresolution Meshing
IEEE Transactions on Visualization and Computer Graphics
View-dependent refinement of multiresolution meshes using programmable graphics hardware
The Visual Computer: International Journal of Computer Graphics
Progressive buffers: view-dependent geometry and texture LOD rendering
ACM SIGGRAPH 2006 Courses
Real-time mesh simplification using the GPU
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Scan primitives for GPU computing
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
Parallel view-dependent refinement of progressive meshes
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Real-time appearance preserving out-of-core rendering with shadows
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Dependency-Free Parallel Progressive Meshes
Computer Graphics Forum
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The complexity of polygonal models still grows faster than the ability of the graphics hardware to render them in real-time. A common way to deal with such models is to use multiple levels of detail (LODs). These can be static with the advantage that the simplification can be performed without regarding real-time constraints and the rendering algorithm simply chooses which LODs to render at runtime. Static LODs however suffer from sudden mesh transitions (popping artifacts) when the levels are too different. Dynamic or view-dependent LODs solve this problem by allowing for a continuous and smooth refinement. Unfortunately, they become computationally too expensive when the number of vertices is high, because refinement operations have to be computed for every vertex. In this paper, we address this problem by introducing a compact data structure for progressive meshes optimized for parallel processing and low memory consumption on the GPU. We also present an efficient LOD adaption algorithm resulting in an adaption time almost equal to the rendering time of the adapted mesh.