Creation and Control of Real-time Continuous Level of Detail on Programmable Graphics Hardware

dc.contributor.authorSouthern, Richarden_US
dc.contributor.authorGain, Jamesen_US
dc.date.accessioned2015-02-16T07:30:18Z
dc.date.available2015-02-16T07:30:18Z
dc.date.issued2003en_US
dc.description.abstractContinuity in level of detail sequences is essential in hiding visual artefacts that occur when switching between discrete levels of detail. However, construction and implementation of these sequences is prohibitively complex. We present a new structure, the g-mesh, which greatly simplifies the implementation of continuous level of detail in large scenes. We also introduce a novel greedy predictive level of detail control system suited to the g-mesh. Finally we achieve a dramatic improvement in the rendering of morphing sequences by exploiting current graphics hardware.ACM CSS: I.3.5 Computational Geometry and Object Modeling-Geometric Transformations, Object Hierarchies, I.3.6 Methodology and Techniques-Graphics Data Structuresen_US
dc.description.number1en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume22en_US
dc.identifier.doi10.1111/1467-8659.t01-1-00644en_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages35-48en_US
dc.identifier.urihttps://doi.org/10.1111/1467-8659.t01-1-00644en_US
dc.publisherBlackwell Publishers, Inc and the Eurographics Associationen_US
dc.titleCreation and Control of Real-time Continuous Level of Detail on Programmable Graphics Hardwareen_US
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