SIGGRAPH '93 Proceedings of the 20th 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
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
Appearance-preserving simplification
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
Optimization of mesh locality for transparent vertex caching
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Texture mapping progressive meshes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Least squares conformal maps for automatic texture atlas generation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
POP: a hybrid point and polygon rendering system for large data
Proceedings of the conference on Visualization '01
Out-of-core rendering of massive geometric environments
Proceedings of the conference on Visualization '02
PMR: point to mesh rendering, a feature-based approach
Proceedings of the conference on Visualization '02
Out-of-core construction and visualization of multiresolution surfaces
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Quick-VDR: Interactive View-Dependent Rendering of Massive Models
VIS '04 Proceedings of the conference on Visualization '04
Real-time mesh simplification using the GPU
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
Parallel view-dependent refinement of progressive meshes
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Multiscale acquisition and presentation of very large artifacts: The case of portalada
Journal on Computing and Cultural Heritage (JOCCH)
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
Out-of-core simplification and crack-free LOD volume rendering for irregular grids
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
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We introduce a view-dependent level of detail rendering system designed with modern GPU architectures in mind. Our approach keeps the data in static buffers and geomorphs between different LODs using per-vertex weights for seamless transition. Our method is the first out-of-core system to support texture mapping, including a mechanism for texture LOD. This approach completely avoids LOD pops and boundary cracks while gracefully adapting to a specified framerate or level of detail. Our method is suitable for all classes of GPUs that provide basic vertex shader programmability, and is applicable for both out-of-core or instanced geometry. The contributions of our work include a preprocessing and rendering system for view-dependent LOD rendering by geomorphing static buffers using per-vertex weights, a vertex buffer tree to minimize the number of API draw calls when rendering coarse-level geometry, and automatic methods for efficient, transparent LOD control.