Visualization of level-of-detail meshes on the GPU
Inst. Universitari d’Automatica i Informatica Industrial, Universitat Politecnica de Valencia, Camino de Vera s/n, Valencia, Spain
The Visual Computer (18 February 2011), pp. 1-17.
@article{ripollesvisualization,
title={Visualization of level-of-detail meshes on the GPU},
author={Ripolles, O. and Chover, M. and Ramos, F.},
journal={The Visual Computer},
pages={1–17},
issn={0178-2789},
publisher={Springer}
}
Extensive research has been carried out in multiresolution models for many decades. The tendency in recent years has been to harness the potential of GPUs to perform the level-of-detail extraction on graphics hardware. The aim of this work is to present a new level-of-detail scheme based on triangles which is both simple and efficient. In this approach, the extraction process updates vertices instead of indices, thus providing a perfect framework for adapting the algorithms to work completely on GPU shaders. One of the key aspects of our proposal is the need for just a single rendering pass in order to obtain the desired geometry. Moreover, coherence among the different approximations is maximized by means of a symmetric extraction algorithm, which performs the same process when refining and coarsening the mesh. Lastly, we also introduce different uses of the scheme to offer continuous and view-dependent resolution.
March 9, 2011 by hgpu