DocumentCode :
1848966
Title :
Dynamic LOD on GPU
Author :
Ji, Junfeng ; Wu, Enhua ; Li, Sheng ; Liu, Xuehul
Author_Institution :
Lab. of Comput. Sci., Chinese Acad. of Sci., Beijing, China
fYear :
2005
fDate :
22-24 June 2005
Firstpage :
108
Lastpage :
114
Abstract :
This paper presents a novel approach to implementing dynamic LOD on GPU. For our purpose, a quadtree structure is created based on seamless geometry image atlas, which is a 3D surface representation in parameter space by combining the features of geometry images and poly-cube maps. All the nodes in the quadtree are packed into the atlas textures. There are two rendering passes in our approach. In the first pass, the LOD selection is performed in the fragment shaders. The resultant buffer is taken as the input texture to the second rendering pass by vertex texturing, and thus the node culling and triangulation can be performed in the vertex shaders. Our LOD algorithm can generate adaptive meshes dynamically, and can be fully implemented on GPU. It improves the efficiency of LOD selection, and alleviates the computing load on CPU.
Keywords :
computational geometry; computer graphic equipment; feature extraction; image representation; image texture; quadtrees; rendering (computer graphics); 3D surface representation; GPU; LOD algorithm; adaptive meshes; fragment shaders; geometry image atlas; geometry image features; node culling; poly-cube maps; quadtree structure; rendering pass; resultant buffer; vertex texturing; Concurrent computing; Digital elevation models; Geometry; Graphics; Hardware; Image converters; Mesh generation; Pixel; Rendering (computer graphics); Runtime;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Computer Graphics International 2005
ISSN :
1530-1052
Print_ISBN :
0-7803-9330-9
Type :
conf
DOI :
10.1109/CGI.2005.1500386
Filename :
1500386
Link To Document :
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