Fast GPU ray tracing of dynamic meshes using geometry images
GI '06 Proceedings of Graphics Interface 2006
Simple dynamic LOD for geometry images
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Multi-grained level of detail using a hierarchical seamless texture atlas
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Technical Section: Optimizing the management of continuous level of detail models on GPU
Computers and Graphics
Sliding-Tris: A Sliding Window Level-of-Detail Scheme
ICCS '08 Proceedings of the 8th international conference on Computational Science, Part II
Technical Section: A divide-and-conquer approach for automatic polycube map construction
Computers and Graphics
Rendering continuous level-of-detail meshes by Masking Strips
Graphical Models
ACM Transactions on Graphics (TOG)
Proceedings of the 17th International Conference on 3D Web Technology
Continuous level of detail for large scale rendering of 3d animated polygonal models
AMDO'12 Proceedings of the 7th international conference on Articulated Motion and Deformable Objects
GPU algorithms for diamond-based multiresolution terrain processing
EG PGV'11 Proceedings of the 11th Eurographics conference on Parallel Graphics and Visualization
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This paper presents a novel approach to implementing dynamic LOD on GPU. For our purpose, a quadtree structure is created based on seamless geometry image atlas, which is a 3D surface representation in parameter space by combining the features of geometry images and poly-cube maps. All the nodes in the quadtree are packed into the atlas textures. There are two rendering passes in our approach. In the first pass, the LOD selection is performed in the fragment shaders. The resultant buffer is taken as the input texture to the second rendering pass by vertex texturing, and thus the node culling and triangulation can be performed in the vertex shaders. Our LOD algorithm can generate adaptive meshes dynamically, and can be fully implemented on GPU. It improves the efficiency of LOD selection, and alleviates the computing load on CPU.