Proceedings of the 2009 Symposium on Interactive 3D Graphics and Games 2009
DOI: 10.1145/1507149.1507177
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Parallel view-dependent refinement of progressive meshes

Abstract: We present a scheme for view-dependent level-of-detail control that is implemented entirely on programmable graphics hardware. Our scheme selectively refines and coarsens an arbitrary triangle mesh at the granularity of individual vertices, to create meshes that are highly adapted to dynamic view parameters. Such fine-grain control has previously been demonstrated using sequential CPU algorithms. However, these algorithms involve pointer-based structures with intricate dependencies that cannot be handled effic… Show more

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Cited by 40 publications
(35 citation statements)
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References 27 publications
(29 reference statements)
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“…Our system is the first to perform real-time vertexgranular LOD over arbitrary triangle meshes on the GPU [26]. This work extends the presentation of our approach and provides additional usage scenarios for this level-of-detail control.…”
Section: Previous Workmentioning
confidence: 74%
“…Our system is the first to perform real-time vertexgranular LOD over arbitrary triangle meshes on the GPU [26]. This work extends the presentation of our approach and provides additional usage scenarios for this level-of-detail control.…”
Section: Previous Workmentioning
confidence: 74%
“…The representative vertex position for each cluster can be independently computed through geometry shader stage. [Hu et al 2009] introduced a GPU-based approach for viewdependent Progressive Meshes, where vertex dependencies were not fully considered during a cascade of vertex splitting events. [Derzapf et al 2010] encoded the dependency information of Progressive Meshes into a GPU-friendly compact data structure.…”
Section: Mesh Simplificationmentioning
confidence: 99%
“…However, the requirement to interactively render gigabyte-scale models usually overburdens the computational power and memory capacity of the GPUs. To solve this problem, GPU-based parallel mesh simplification algorithms, such as [Hu et al 2009;Derzapf et al 2010;Peng et al 2011]), have been proposed to fast simplify complex models. However, without considering view-parameters, the occluded objects are undesirably rendered in high levels of details, where processing them consumes many computational resources.…”
Section: Introductionmentioning
confidence: 99%
“…• The 1-ring of R is traversed to update the triangles by replacing R with P or C Currently, we face the same problem as Hu et al [Hu et al 2009]: in practice, the addition of points in the buffer of candidates is performed sequentially. However, as Hu et al, we remain confident that rapidly, the mechanisms provided by the GPU should resolve this particular problem.…”
Section: Compression and Streamingmentioning
confidence: 99%
“…The problem of mesh visualization performed by the GPU was also addressed by Hu et al [Hu et al 2009], but this work does not aim to compute new mesh versions but rather to visualize viewdependent intermediate meshes: the content of these intermediate meshes is computed in a preprocessing step, then the algorithm load them in the GPU memory.…”
Section: Introductionmentioning
confidence: 99%