Multiresolution analysis of arbitrary meshes
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
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
Parametrization and smooth approximation of surface triangulations
Computer Aided Geometric Design
OpenGL programming guide (2nd ed.): the official guide to learning OpenGL version 1.1.
OpenGL programming guide (2nd ed.): the official guide to learning OpenGL version 1.1.
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
MAPS: multiresolution adaptive parameterization of surfaces
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Exact evaluation of Catmull-Clark subdivision surfaces at arbitrary parameter values
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Smooth view-dependent level-of-detail control and its application to terrain rendering
Proceedings of the conference on Visualization '98
Fast and memory efficient polygonal simplification
Proceedings of the conference on Visualization '98
Selected papers from the 12th annual symposium on Computational Geometry
Skip strips: maintaining triangle strips for view-dependent rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Displaced subdivision surfaces
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
HLODs for faster display of large static and dynamic environments
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Texture mapping progressive meshes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Hybrid meshes: multiresolution using regular and irregular refinement
Proceedings of the eighteenth annual symposium on Computational geometry
Least squares conformal maps for automatic texture atlas generation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Visualization of large terrains made easy
Proceedings of the conference on Visualization '01
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
Truly selective refinement of progressive meshes
GRIN'01 No description on Graphics interface 2001
Quadric-based polygonal surface simplification
Quadric-based polygonal surface simplification
Quick-VDR: Interactive View-Dependent Rendering of Massive Models
VIS '04 Proceedings of the conference on Visualization '04
An Improved Vertex Caching Scheme for 3D Mesh Rendering
IEEE Transactions on Visualization and Computer Graphics
Simplified patterns for extracting the isosurfaces of solid objects
Image and Vision Computing
WSEAS Transactions on Information Science and Applications
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We present a new algorithm for view-dependent level-of-detail rendering of meshes. Not only can it effectively resolve complex geometry features similar to edge collapse-based schemes, but it also produces meshes that modern graphics hardware can render efficiently. This is accomplished through a novel hybrid approach: For each frame, we view-dependently refine the progressive mesh (PM) representation of the original mesh and use the output as the base domain of uniform regular refinements. The algorithm exploits frame-to-frame coherence and only updates portions of the output mesh corresponding to modified domain triangles. The PM representation is built using a custom volume preservation-based error function. A simple k-d tree enhanced jump-and-walk scheme is used to quickly map from the dynamic base domain to the original mesh during regular refinements. In practice, the PM refinement provides a view-optimized base domain for later regular refinements. The regular refinements ensure almost-everywhere regularity of output meshes, allowing optimization for vertex cache coherence and caching of geometry data in high-performance graphics memory. Combined, they also have the effect of allowing our algorithm to operate on uniform clusters of triangles instead of individual ones, reducing CPU workload.