Cart (Loading....) | Create Account
Close category search window
 

Parallel View-Dependent Level-of-Detail Control

Sign In

Cookies must be enabled to login.After enabling cookies , please use refresh or reload or ctrl+f5 on the browser for the login options.

Formats Non-Member Member
$31 $13
Learn how you can qualify for the best price for this item!
Become an IEEE Member or Subscribe to
IEEE Xplore for exclusive pricing!
close button

puzzle piece

IEEE membership options for an individual and IEEE Xplore subscriptions for an organization offer the most affordable access to essential journal articles, conference papers, standards, eBooks, and eLearning courses.

Learn more about:

IEEE membership

IEEE Xplore subscriptions

3 Author(s)
Liang Hu ; Dept. of Comput. Sci. & Eng., Hong Kong Univ. of Sci. & Technol., Kowloon, China ; Sander, P.V. ; Hoppe, H.

We present a scheme for view-dependent level-of-detail control that is implemented entirely on programmable graphics hardware. Our scheme selectively refines and coarsens an arbitrary triangle mesh at the granularity of individual vertices to create meshes that are highly adapted to dynamic view parameters. Such fine-grain control has previously been demonstrated using sequential CPU algorithms. However, these algorithms involve pointer-based structures with intricate dependencies that cannot be handled efficiently within the restricted framework of GPU parallelism. We show that by introducing new data structures and dependency rules, one can realize fine-grain progressive mesh updates as a sequence of parallel streaming passes over the mesh elements. A major design challenge is that the GPU processes stream elements in isolation. The mesh update algorithm has time complexity proportional to the selectively refined mesh, and moreover, can be amortized across several frames. The result is a single standard index buffer that can be used directly for rendering. The static data structure is remarkably compact, requiring only 57 percent more memory than an indexed triangle list. We demonstrate real-time exploration of complex models with normals and textures, as well as shadowing and semitransparent surface rendering applications that make direct use of the resulting dynamic index buffer.

Published in:

Visualization and Computer Graphics, IEEE Transactions on  (Volume:16 ,  Issue: 5 )

Date of Publication:

Sept.-Oct. 2010

Need Help?


IEEE Advancing Technology for Humanity About IEEE Xplore | Contact | Help | Terms of Use | Nondiscrimination Policy | Site Map | Privacy & Opting Out of Cookies

A not-for-profit organization, IEEE is the world's largest professional association for the advancement of technology.
© Copyright 2014 IEEE - All rights reserved. Use of this web site signifies your agreement to the terms and conditions.