Progressive Buffers: View-dependent Geometry and Texture for LOD Rendering

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Date
2005
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
We introduce a view-dependent level of detail rendering system designed with modern GPU architectures in mind. Our approach keeps the data in static buffers and geomorphs between different LODs using per-vertex weights for seamless transition. Our method is the first out-of-core system to support texture mapping, including a mechanism for texture LOD. This approach completely avoids LOD pops and boundary cracks while gracefully adapting to a specified framerate or level of detail. Our method is suitable for all classes of GPUs that provide basic vertex shader programmability, and is applicable for both out-of-core or instanced geometry. The contributions of our work include a preprocessing and rendering system for view-dependent LOD rendering by geomorphing static buffers using per-vertex weights, a vertex buffer tree to minimize the number of API draw calls when rendering coarse-level geometry, and automatic methods for efficient, transparent LOD control.
Description

        
@inproceedings{
:10.2312/SGP/SGP05/129-138
, booktitle = {
Eurographics Symposium on Geometry Processing 2005
}, editor = {
Mathieu Desbrun and Helmut Pottmann
}, title = {{
Progressive Buffers: View-dependent Geometry and Texture for LOD Rendering
}}, author = {
Sander, Pedro V.
and
Mitchell, Jason L.
}, year = {
2005
}, publisher = {
The Eurographics Association
}, ISSN = {
1727-8384
}, ISBN = {
3-905673-24-X
}, DOI = {
/10.2312/SGP/SGP05/129-138
} }
Citation