Visual navigation of large environments using textured clusters
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
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
Simplifying polygonal models using successive mappings
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
Simplifying surfaces with color and texture using quadric error metrics
Proceedings of the conference on Visualization '98
Automatic image placement to provide a guaranteed frame rate
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Texture mapping progressive meshes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Textured depth meshes for real-time rendering of arbitrary scenes
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Point-Based Impostors for Real-Time Visualization
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Fast event-driven refinement of dynamic levels of detail
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
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View-dependent multiresolution meshes allow smooth interactive animation and optionally time-critical rendering of huge geometric data-sets and are therefore an important tool for large-model visualization. So far most viewd-ependent rendering frameworks are restricted to models with a topologically simple texture mapping. Our approach overcomes this restriction with a new texturing technique, which allows texture mapping during the runtime simplification process. In fact, novel algorithm generates a graph of textures in a preprocess automatically. This texture graph is furthermore integrated into a view-dependent rendering approach. Particularly we perform a texture validation step for the whole vertex tree, which is the basic data structure in the framework. At runtime the vertex tree is traversed and we introduce a texture proxy map to assure correct texture mapping during view-dependent rendering. Additionally the new technique allows us to guarantee a constant frame rate. Finally the results of our method enhancing visual detail of geometric models are shown.