Figure 1: Volume renderings of the Torso data set with over one million tetrahedra using view-aligned sampling. From left to right: full quality (100% LOD) rendering at 2.0 fps, 25% LOD at 5.3 fps, 10% LOD at 10.0 fps, and 5% LOD at 16.1 fps. ABSTRACTWe describe a new dynamic level-of-detail (LOD) technique that allows real-time rendering of large tetrahedral meshes. Unlike approaches that require hierarchies of tetrahedra, our approach uses a subset of the faces that compose the mesh. No connectivity is used for these faces so our technique eliminates the need for topological information and hierarchical data structures. By operating on a simple set of triangular faces, our algorithm allows a robust and straightforward graphics hardware (GPU) implementation. Because the subset of faces processed can be constrained to arbitrary size, interactive rendering is possible for a wide range of data sets and hardware configurations.
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