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Dynamic LOD on GPU
Junfeng Ji1,3; Enhua Wu1,2; Sheng Li1,4; Xuehui Liu1
Conference NameComputer Graphics International Conference (CGI 2005)
Source PublicationProceedings of Computer Graphics International Conference, CGI
Conference Date22-24 June 2005
Conference PlaceStony Brook, NY, USA, USA
PublisherIEEE, 345 E 47TH ST, NEW YORK, NY 10017 USA

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 hi 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. © 2005 IEEE.

KeywordGpu Lod Quadtree Texture Atlas
URLView the original
Indexed BySCI
WOS Research AreaComputer Science
WOS SubjectComputer Science, Software Engineering
WOS IDWOS:000230900500016
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Cited Times [WOS]:16   [WOS Record]     [Related Records in WOS]
Document TypeConference paper
CollectionFaculty of Science and Technology
Affiliation1.Laboratory of Computer Science, Institute of Software, Chinese Academy of Sciences. Beijing, China
2.Faculty of Science and Technology, University of Macau. Macao, China
3.Graduate School, Chinese Academy of Sciences, Beijing, China
4.School of Electronics Engineering & Computer Science, 4 Peking University, Beijing, China
Recommended Citation
GB/T 7714
Junfeng Ji,Enhua Wu,Sheng Li,et al. Dynamic LOD on GPU[C]:IEEE, 345 E 47TH ST, NEW YORK, NY 10017 USA,2005:108-114.
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