Parallel view-dependent refinement of progressive meshes
Proceedings of the 2009 symposium on Interactive 3D graphics and games
MCGIM-based model streaming for realtime progressive rendering
Journal of Computer Science and Technology - Special issue on natural language processing
A GPU-based Approach for Massive Model Rendering with Frame-to-Frame Coherence
Computer Graphics Forum
Parallel view-dependent refinement of compact progressive meshes
EG PGV'10 Proceedings of the 10th Eurographics conference on Parallel Graphics and Visualization
Technical Section: Adaptive multi-chart and multiresolution mesh representation
Computers and Graphics
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View-dependent multiresolution rendering places a heavy load on CPU. This paper presents a new method on view-dependent refinement of multiresolution meshes by using the computation power of modern programmable graphics hardware (GPU). Two rendering passes using this method are included. During the first pass, the level of detail selection is performed in the fragment shaders. The resultant buffer from the first pass is taken as the input texture to the second rendering pass by vertex texturing, and then the node culling and triangulation can be performed in the vertex shaders. Our approach can generate adaptive meshes in real-time, and can be fully implemented on GPU. The method improves the efficiency of mesh simplification, and significantly alleviates the computing load on CPU.