Limper, MaxJung, YvonneBehr, JohannesAlexa, MarcB. Levy, X. Tong, and K. Yin2015-02-282015-02-2820131467-8659https://doi.org/10.1111/cgf.12227Within this paper, we present a novel, straightforward progressive encoding scheme for general triangle soups, which is particularly well-suited for mobile and Web-based environments due to its minimal requirements on the client's hardware and software. Our rapid encoding method uses a hierarchy of quantization to effectively reorder the original primitive data into several nested levels of detail. The resulting stateless buffer can progressively be transferred as-is to the GPU, where clustering is efficiently performed in parallel during rendering. We combine our approach with a crack-free mesh partitioning scheme to obtain a straightforward method for fast streaming and basic view-dependent LOD control.I.3.3 [Computer Graphics]Computer GraphicsThree Dimensional Graphics and RealismDisplay AlgorithmsThe POP Buffer: Rapid Progressive Clustering by Geometry Quantization