Multi-grained level of detail using a hierarchical seamless texture atlas

  • Authors:
  • Krzysztof Niski;Budirijanto Purnomo;Jonathan Cohen

  • Affiliations:
  • Johns Hopkins University;Johns Hopkins University;Lawrence Livermore National Laboratory

  • Venue:
  • Proceedings of the 2007 symposium on Interactive 3D graphics and games
  • Year:
  • 2007

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Abstract

Previous algorithms for view-dependent level of detail provide local mesh refinements either at the finest granularity or at a fixed, coarse granularity. The former provides triangle-level adaptation, often at the expense of heavy CPU usage and low triangle rendering throughput; the latter improves CPU usage and rendering throughput by operating on groups of triangles. We present a new multiresolution hierarchy and associated algorithms that provide adaptive granularity. This multi-grained hierarchy allows independent control of the number of hierarchy nodes processed on the CPU and the number of triangles to be rendered on the GPU. We employ a seamless texture atlas style of geometry image as a GPU-friendly data organization, enabling efficient rendering and GPU-based stitching of patch borders. We demonstrate our approach on both large triangle meshes and terrains with up to billions of vertices.