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

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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 ... continued below

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Niski, K; Purnomo, B & Cohen, J November 6, 2006.

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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.

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PDF-file: 10 pages; size: 19.8 Mbytes

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  • Presented at: ACM Symposium on Interactive 3D Graphics and Games, Seattle, WA, United States, Apr 30 - May 02, 2007

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  • Report No.: UCRL-CONF-226467
  • Grant Number: W-7405-ENG-48
  • Office of Scientific & Technical Information Report Number: 913544
  • Archival Resource Key: ark:/67531/metadc882626

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  • November 6, 2006

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  • Sept. 22, 2016, 2:13 a.m.

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  • Dec. 7, 2016, 5:55 p.m.

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Niski, K; Purnomo, B & Cohen, J. Multi-Grained Level of Detail for Rendering Complex Meshes Using a Hierarchical Seamless Texture Atlas, article, November 6, 2006; Livermore, California. (digital.library.unt.edu/ark:/67531/metadc882626/: accessed July 16, 2018), University of North Texas Libraries, Digital Library, digital.library.unt.edu; crediting UNT Libraries Government Documents Department.