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View-dependent refinement of multiresolution meshes using programmable graphics hardware
Ji, JF ; Wu, EH ; Li, S ; Liu, XH
2006
关键词view-dependent multiresolution rendering level of detail (LOD) quadtree texture atlas graphics processing unit (GPU)
英文摘要View-dependent multiresolution rendering places a heavy load on CPU. This paper presents a new method on view-dependent refinement of multiresolution meshes by using the computation power of modern programmable graphics hardware (GPU). Two rendering passes using this method are included. During the first pass, the level of detail selection is performed in the fragment shaders. The resultant buffer from the first pass is taken as the input texture to the second rendering pass by vertex texturing, and then the node culling and triangulation can be performed in the vertex shaders. Our approach can generate adaptive meshes in real-time, and can be fully implemented on GPU. The method improves the efficiency of mesh simplification, and significantly alleviates the computing load on CPU.; Computer Science, Software Engineering; SCI(E); EI; CPCI-S(ISTP); 6
语种英语
DOI标识10.1007/s00371-006-0020-8
内容类型其他
源URL[http://ir.pku.edu.cn/handle/20.500.11897/252136]  
专题信息科学技术学院
推荐引用方式
GB/T 7714
Ji, JF,Wu, EH,Li, S,et al. View-dependent refinement of multiresolution meshes using programmable graphics hardware. 2006-01-01.
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