dc.contributor.author | Sander, Pedro V. | en_US |
dc.contributor.author | Mitchell, Jason L. | en_US |
dc.contributor.editor | Mathieu Desbrun and Helmut Pottmann | en_US |
dc.date.accessioned | 2014-01-29T09:31:09Z | |
dc.date.available | 2014-01-29T09:31:09Z | |
dc.date.issued | 2005 | en_US |
dc.identifier.isbn | 3-905673-24-X | en_US |
dc.identifier.issn | 1727-8384 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/SGP/SGP05/129-138 | en_US |
dc.description.abstract | 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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Progressive Buffers: View-dependent Geometry and Texture for LOD Rendering | en_US |
dc.description.seriesinformation | Eurographics Symposium on Geometry Processing 2005 | en_US |