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dc.contributor.authorSander, Pedro V.en_US
dc.contributor.authorMitchell, Jason L.en_US
dc.contributor.editorMathieu Desbrun and Helmut Pottmannen_US
dc.date.accessioned2014-01-29T09:31:09Z
dc.date.available2014-01-29T09:31:09Z
dc.date.issued2005en_US
dc.identifier.isbn3-905673-24-Xen_US
dc.identifier.issn1727-8384en_US
dc.identifier.urihttp://dx.doi.org/10.2312/SGP/SGP05/129-138en_US
dc.description.abstractWe 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.publisherThe Eurographics Associationen_US
dc.titleProgressive Buffers: View-dependent Geometry and Texture for LOD Renderingen_US
dc.description.seriesinformationEurographics Symposium on Geometry Processing 2005en_US


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