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Title: Multi-Grained Level of Detail for Rendering Complex Meshes Using a Hierarchical Seamless Texture Atlas

Conference ·
OSTI ID:913544

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