ABSTRACT
Triangles are one way we measure the complexity in a synthesized image. There often exists a trade-off between how realistic the synthesized image is based on the number of triangles and the overall rendering time. In real time applications, this trade-off becomes more important as we need to render detailed scenes at a fixed frame rate without sacrificing image quality. We propose a new view-dependent method that creates a more dynamic structure and is easy to parallelize. We also propose an amortized rebalancing operation to reduce long dependency lines in our data structure, prevent worst-case behavior, and in some instances improve the average case.
Our implementation is still in-progress, but our new method is provably consistent and has potential to reduce the amount of storage needed for view-dependent methods and remove more geometry at higher fidelity, along with other performance improvements.
Supplemental Material
Available for Download
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Digital Library
- Hugues Hoppe. 1997. View-dependent refinement of progressive meshes. In Proceedings of the 24th annual conference on Computer graphics and interactive techniques. 189–198.Google Scholar
Digital Library
- Liang Hu, Pedro V. Sandler, and Hugues Hoppe. 2009. Parallel View-Dependent Refinement of Progressive Meshes. In Symposium on Interactive 3D Graphics and Games (I3D). 169–176.Google Scholar
- David Luebke, Martin Reddy, Jonathan D Cohen, Amitabh Varshney, Benjamin Watson, and Robert Huebner. 2003. Level of detail for 3D graphics. Morgan Kaufmann.Google Scholar
- Thomas Odaker, Dieter Kranzlmueller, and Jens Volkert. 2015. View-dependent simplification using parallel half edge collapses. In SCG 2015 Conference on Computer Graphics, Visualization and Computer Vision.Google Scholar
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