Show simple item record

dc.contributor.authorScherzer, Danielen_US
dc.contributor.authorWimmer, Michaelen_US
dc.date.accessioned2015-02-21T17:05:57Z
dc.date.available2015-02-21T17:05:57Z
dc.date.issued2008en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2008.01255.xen_US
dc.description.abstractIn this paper we present a method for automatic interpolation between adjacent discrete levels of detail to achieve smooth LOD changes in image space. We achieve this by breaking the problem into two passes: We render the two LOD levels individually and combine them in a separate pass afterwards. The interpolation is formulated in a way that only one level has to be updated per frame and the other can be reused from the previous frame, thereby causing roughly the same render cost as with simple non interpolated discrete LOD rendering, only incurring the slight overhead of the final combination pass. Additionally we describe customized interpolation schemes using visibility textures.The method was designed with the ease of integration into existing engines in mind. It requires neither sorting nor blending of objects, nor does it introduce any constrains in the LOD used. The LODs can be coplanar, alpha masked, animated, impostors, and intersecting, while still interpolating smoothly.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleFrame Sequential Interpolation for Discrete Level-of-Detail Renderingen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume27en_US
dc.description.number4en_US
dc.identifier.doi10.1111/j.1467-8659.2008.01255.xen_US
dc.identifier.pages1175-1181en_US


Files in this item

Thumbnail
Thumbnail

This item appears in the following Collection(s)

Show simple item record