2013 |
Ramos-Romero, Francisco; Chover, Miguel; Ripolles, Oscar A multiresolution approach to render 3D models Journal Article Informatica (Netherlands), 24 (4), pp. 603-618, 2013, ISSN: 0868-4952, (IF: 0.901, Q2). Abstract | Links | BibTeX | Tags: 3D, GPU, mesh refinement @article{RamosRomero2013, title = {A multiresolution approach to render 3D models}, author = { Francisco Ramos-Romero and Miguel Chover and Oscar Ripolles}, url = {http://hdl.handle.net/10234/160304}, issn = {0868-4952}, year = {2013}, date = {2013-01-01}, journal = {Informatica (Netherlands)}, volume = {24}, number = {4}, pages = {603-618}, publisher = {IOS Press}, abstract = {Image synthesis techniques are present in a wide range of applications as they leverage the amount of information required for creating realistic visualizations. For fast hardware rendering they usually employ a triangle-based representation describing the geometry of the scene. In this paper, we introduce a new and simple framework for performing on-the-fly refinement and simplification of meshes completely on the GPU. As we aim at making easy the integration of level-of-detail management into the creation workflow of artists, the presented method is easy to be implemented. We only need a coarse mesh, its displacement map and a geometry shader. At rendering time, we employ a geometry shader to parallelize the tessellation and displacement steps. The tessellation step performs uniform refinement or simplification operations by applying a fixed subdivision criterion. Our method also exploits coherence by taking advantage of the last computed mesh. We provide a method which offers a flexible integration with standard 3D tools, easy to be implemented, coherence exploitation and wholly processed by the GPU.}, note = {IF: 0.901, Q2}, keywords = {3D, GPU, mesh refinement}, pubstate = {published}, tppubtype = {article} } Image synthesis techniques are present in a wide range of applications as they leverage the amount of information required for creating realistic visualizations. For fast hardware rendering they usually employ a triangle-based representation describing the geometry of the scene. In this paper, we introduce a new and simple framework for performing on-the-fly refinement and simplification of meshes completely on the GPU. As we aim at making easy the integration of level-of-detail management into the creation workflow of artists, the presented method is easy to be implemented. We only need a coarse mesh, its displacement map and a geometry shader. At rendering time, we employ a geometry shader to parallelize the tessellation and displacement steps. The tessellation step performs uniform refinement or simplification operations by applying a fixed subdivision criterion. Our method also exploits coherence by taking advantage of the last computed mesh. We provide a method which offers a flexible integration with standard 3D tools, easy to be implemented, coherence exploitation and wholly processed by the GPU. |
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2013 |
A multiresolution approach to render 3D models Journal Article Informatica (Netherlands), 24 (4), pp. 603-618, 2013, ISSN: 0868-4952, (IF: 0.901, Q2). |