arrow
Return

Displacement patches for view-dependent rendering

delete2011-07-13
delete1
PRE
AI
G
Gilad Bauman
J
Jihad El‐Sana *
DOI:10.1007/s00371-011-0609-4delete
deleteOriginal
deleteOriginal request for help
deleteShare
deleteSave
Abstract

Abstract

En 中文
In this paper we present a new approach for interactive view-dependent rendering of large polygonal data sets which relies on advanced features of modern graphics hardware. Our preprocessing algorithm starts by generating a simplified representation of the input mesh. It then builds a multiresolution hierarchy for the simplified model. For each face in the hierarchy, it generates and assigns a displacement map that resembles the original surface represented by that face. At runtime, the multiresolution hierarchy is used to select a coarse view-dependent level-of-detail representation, which is sent to the graphics hardware. The GPU then refines the coarse representation by replacing each face with a planar tile, which is elevated according to the assigned displacement map. Our results show that our implementation achieves quality images at high frame rates.
Keywords:
GPU processing
Level-of-detail rendering
View-dependent rendering
Subdivision surfaces

Journal

Visual Computer cover
Visual Computer
IF:
2.9
Papers:
4.6K
Citations:
6.5K

Organization

B
ben gurion university
Scholars:
1.3W
Papers: 1.0W
Citations: 5