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
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
ACM SIGGRAPH 2004 Papers
Glift: Generic, efficient, random-access GPU data structures
ACM Transactions on Graphics (TOG)
Fast GPU ray tracing of dynamic meshes using geometry images
GI '06 Proceedings of Graphics Interface 2006
CGI '05 Proceedings of the Computer Graphics International 2005
Proceedings of the 17th International Conference on 3D Web Technology
Technical Section: Adaptive multi-chart and multiresolution mesh representation
Computers and Graphics
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We present a new approach for dynamic LOD processing for geometry images (GIs) in the graphics processing unit (GPU). A GI mipmap is constructed from a scanned 3D model, then a mipmap selector map is created from the camera position's information and the GI-mipmap. Using the mipmap selector map and the current camera position, some parts of the GI mipmap are discarded using a one-pass shader program that selects the mipmap level that must be displayed and calculates backface culling. Since our method does not require any extra spatial data structure, conceptually it is very simple. Since LOD selection is a one pass algorithm performed on the GPU, it is also fast.