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
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