Multi-Grained Level of Detail for Rendering Complex Meshes Using a Hierarchical Seamless Texture Atlas
Previous algorithms for view-dependent level of detail provide local mesh refinements either at the finest granularity or at a fixed, coarse granularity. The former provides triangle-level adaptation, often at the expense of heavy CPU usage and low triangle rendering throughput; the latter improves CPU usage and rendering throughput by operating on groups of triangles. We present a new multiresolution hierarchy and associated algorithms that provide adaptive granularity. This multi-grained hierarchy allows independent control of the number of hierarchy nodes processed on the CPU and the number of triangles to be rendered on the GPU. We employ a seamless texture atlas style of geometry image as a GPU-friendly data organization, enabling efficient rendering and GPU-based stitching of patch borders. We demonstrate our approach on both large triangle meshes and terrains with up to billions of vertices.
- Research Organization:
- Lawrence Livermore National Lab. (LLNL), Livermore, CA (United States)
- Sponsoring Organization:
- USDOE
- DOE Contract Number:
- W-7405-ENG-48
- OSTI ID:
- 913544
- Report Number(s):
- UCRL-CONF-226467; TRN: US200802%%863
- Resource Relation:
- Conference: Presented at: ACM Symposium on Interactive 3D Graphics and Games, Seattle, WA, United States, Apr 30 - May 02, 2007
- Country of Publication:
- United States
- Language:
- English
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