Instant Level-of-Detail

dc.contributor.authorGrund, Nicoen_US
dc.contributor.authorDerzapf, Evgenijen_US
dc.contributor.authorGuthe, Michaelen_US
dc.contributor.editorPeter Eisert and Joachim Hornegger and Konrad Polthieren_US
dc.date.accessioned2013-10-31T11:48:47Z
dc.date.available2013-10-31T11:48:47Z
dc.date.issued2011en_US
dc.description.abstractHighly detailed models are commonly used in computer games and other interactive rendering applications. In this context, static levels-of-detail are frequently used to achieve real-time frame rates. While this is a simple solution to improve the rendering performance, the additional geometry needs to be stored and loaded into graphics memory. This is especially problematic in online applications, where the data needs to be transmitted over a possibly slow connection. On the other hand, consumer level computers are usually equipped with a graphics card that can be used for general purpose parallel computing. Based on this observation, we propose a high-quality parallel mesh simplification algorithm based on the quadric error metric. The simplification performance can compete with the time required to load additional meshes from a local hard disk.en_US
dc.description.seriesinformationVision, Modeling, and Visualization (2011)en_US
dc.identifier.isbn978-3-905673-85-2en_US
dc.identifier.urihttps://doi.org/10.2312/PE/VMV/VMV11/293-299en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.5 [Computer Graphics]en_US
dc.subjectComputational Geometry and Object Modelingen_US
dc.subjectCurveen_US
dc.subjectsurfaceen_US
dc.subjectsoliden_US
dc.subjectand object representationsen_US
dc.subjectI.3.1 [Computer Graphics]en_US
dc.subjectHardware architectureen_US
dc.subjectParallel processingen_US
dc.titleInstant Level-of-Detailen_US
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