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A Multiresolution Approach to Render 3D Models

delete2013-01-01
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OA
AI
F
Francisco Ramos *
M
Miguel Chover
O
Oscar Ripollés
DOI:10.15388/Informatica.2013.06delete
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Abstract

Abstract

En 中文
Image synthesis techniques are present in a wide range of applications as they leverage the amount of information required for creating realistic visualizations. For fast hardware rendering they usually employ a triangle-based representation describing the geometry of the scene. In this paper, we introduce a new and simple framework for performing on-the-fly refinement and simplification of meshes completely on the GPU. As we aim at making easy the integration of level-of-detail management into the creation workflow of artists, the presented method is easy to be implemented. We only need a coarse mesh, its displacement map and a geometry shader. At rendering time, we employ a geometry shader to parallelize the tessellation and displacement steps. The tessellation step performs uniform refinement or simplification operations by applying a fixed subdivision criterion. Our method also exploits coherence by taking advantage of the last computed mesh. We provide a method which offers a flexible integration with standard 3D tools, easy to be implemented, coherence exploitation and wholly processed by the GPU.
Keywords:
GPU
mesh refinement
shader
visualization

Journal

Informatica cover
Informatica
IF:
2.8
Papers:
402
Citations:
1.0K

Organization

U
Universitat Jaume I
Scholars:
4.7K
Papers: 4.8K
Citations: 6.1K