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Displacement patches for view-dependent rendering

    Research output: Contribution to journalArticlepeer-review

    Abstract

    In this paper we present a new approach for interactive view-dependent rendering of large polygonal data sets which relies on advanced features of modern graphics hardware. Our preprocessing algorithm starts by generating a simplified representation of the input mesh. It then builds a multiresolution hierarchy for the simplified model. For each face in the hierarchy, it generates and assigns a displacement map that resembles the original surface represented by that face. At runtime, the multiresolution hierarchy is used to select a coarse view-dependent level-of-detail representation, which is sent to the graphics hardware. The GPU then refines the coarse representation by replacing each face with a planar tile, which is elevated according to the assigned displacement map. Our results show that our implementation achieves quality images at high frame rates.

    Original languageAmerican English
    Pages (from-to)247-263
    Number of pages17
    JournalVisual Computer
    Volume28
    Issue number3
    DOIs
    StatePublished - 1 Mar 2012

    Keywords

    • GPU processing
    • Level-of-detail rendering
    • Subdivision surfaces
    • View-dependent rendering

    ASJC Scopus subject areas

    • Software
    • Computer Vision and Pattern Recognition
    • Computer Graphics and Computer-Aided Design

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