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
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Building and traversing a surface at variable resolution
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
Skip strips: maintaining triangle strips for view-dependent rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Optimized view-dependent rendering for large polygonal datasets
Proceedings of the conference on Visualization '02
Fast view-dependent level-of-detail rendering using cached geometry
Proceedings of the conference on Visualization '02
FastMesh: Efficient View-Dependent Meshing
PG '01 Proceedings of the 9th Pacific Conference on Computer Graphics and Applications
View-dependent simplification of arbitrary polygonal environments
View-dependent simplification of arbitrary polygonal environments
Texture mapping for view-dependent rendering
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
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Dynamic levels of detail allow fine grained selection of actually rendered geometry suitable for the current viewing parameters. Therefore, the visual quality of interactive 3D applications is usually higher than the quality achieved by traditional static level of detail approaches. On the other hand, this fine grained representation requires more CPU time for runtime refinement of the displayed mesh. We report on an event-driven refinement method that decreases the selection time significantly. Our approach exploits coherence between successive frames explicitly to reduce the number of tests necessary for node refinements. For large virtual environments we observed, that our method performs best when the actually displayed mesh is very complex. In these cases our approach is several times faster than the primal methods for dynamic level of detail refinement.