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Parallel view-dependent level-of-detail control.
Liang Hu1, Pedro V Sander, Hugues Hoppe
1Hong Kong University of Science and Technology, Hong Kong. nickyhu@cse.ust.hk
This study introduces a novel GPU-accelerated method for dynamic level-of-detail (LOD) control in 3D graphics. It enables real-time, fine-grained mesh adaptation for complex models, improving rendering efficiency.
Area of Science:
- Computer Graphics
- Real-time Rendering
- Geometric Modeling
Background:
- Traditional level-of-detail (LOD) control often relies on CPU-bound algorithms.
- Existing GPU approaches struggle with fine-grained mesh adaptation due to parallelism constraints.
- Efficient handling of complex, dynamic scene geometry is crucial for interactive applications.
Purpose of the Study:
- To develop a GPU-implemented scheme for view-dependent level-of-detail (LOD) control.
- To enable selective refinement and coarsening of triangle meshes at the vertex level.
- To achieve highly adapted meshes for dynamic view parameters in real-time.
Main Methods:
- Introduced new data structures and dependency rules for GPU processing.
- Implemented fine-grained progressive mesh updates using parallel streaming passes.
- Overcame GPU's isolated stream element processing challenges.
- Achieved a compact static data structure with minimal memory overhead.
Main Results:
- Demonstrated real-time adaptation of arbitrary triangle meshes on programmable graphics hardware.
- Achieved vertex-level mesh control, outperforming previous CPU-based methods.
- The resulting data structure requires only 57% more memory than an indexed triangle list.
- Enabled real-time exploration of complex models with advanced rendering features.
Conclusions:
- The proposed GPU scheme offers efficient, fine-grained LOD control for dynamic scenes.
- This approach significantly enhances real-time rendering capabilities for complex geometric models.
- The method is suitable for applications requiring dynamic mesh adaptation, including shadowing and transparency.
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