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dc.contributor.authorRipollés Mateu, Oscar Enrique
dc.contributor.authorRamos, Jose Francisco
dc.contributor.authorChover, Miguel
dc.date.accessioned2012-10-31T11:44:38Z
dc.date.available2012-10-31T11:44:38Z
dc.date.issued2011-09-01
dc.identifier.urihttp://hdl.handle.net/10234/50644
dc.description.abstractExtensive research has been carried out in multiresolution models for many decades. The tendency in recent years has been to harness the potential of GPUs to perform the level-of-detail extraction on graphics hardware. The aim of this work is to present a new level-of-detail scheme based on triangles which is both simple and efficient. In this approach, the extraction process updates vertices instead of indices, thus providing a perfect framework for adapting the algorithms to work completely on GPU shaders. One of the key aspects of our proposal is the need for just a single rendering pass in order to obtain the desired geometry.Moreover, coherence among the different approximations is maximized by means of a symmetric extraction algorithm, which performs the same process when refining and coarsening the mesh. Lastly, we also introduce different uses of the scheme to offer continuous and view-dependent resolution.ca_CA
dc.format.extent16 p.ca_CA
dc.language.isoengca_CA
dc.publisherSpringer Verlagca_CA
dc.relation.isPartOfThe Visual Computer September 2011, Volume 27, Issue 9, pp 793-809ca_CA
dc.rights.urihttp://rightsstatements.org/vocab/CNE/1.0/*
dc.subjectMultiresolution modelingca_CA
dc.subjectLevel of detailca_CA
dc.subjectGPUca_CA
dc.subjectReal-time renderingca_CA
dc.titleVisualization of level-of-detail meshes on the GPUca_CA
dc.typeinfo:eu-repo/semantics/articleca_CA
dc.identifier.doihttp://dx.doi.org/10.1007/s00371-011-0554-2
dc.rights.accessRightsinfo:eu-repo/semantics/restrictedAccessca_CA
dc.relation.publisherVersionhttp://link.springer.com/article/10.1007%2Fs00371-011-0554-2ca_CA
dc.type.versioninfo:eu-repo/semantics/publishedVersionca_CA


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