The Visual Computer

, Volume 22, Issue 6, pp 424–433 | Cite as

View-dependent refinement of multiresolution meshes using programmable graphics hardware

  • Junfeng Ji
  • Enhua Wu
  • Sheng Li
  • Xuehui Liu
Special Issue Paper


View-dependent multiresolution rendering places a heavy load on CPU. This paper presents a new method on view-dependent refinement of multiresolution meshes by using the computation power of modern programmable graphics hardware (GPU). Two rendering passes using this method are included. During the first pass, the level of detail selection is performed in the fragment shaders. The resultant buffer from the first pass is taken as the input texture to the second rendering pass by vertex texturing, and then the node culling and triangulation can be performed in the vertex shaders. Our approach can generate adaptive meshes in real-time, and can be fully implemented on GPU. The method improves the efficiency of mesh simplification, and significantly alleviates the computing load on CPU.


View-dependent multiresolution rendering Level of detail (LOD) Quadtree Texture atlas Graphics processing unit (GPU) 


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Copyright information

© Springer-Verlag 2006

Authors and Affiliations

  • Junfeng Ji
    • 1
    • 3
    • 4
  • Enhua Wu
    • 1
    • 2
  • Sheng Li
    • 1
    • 5
  • Xuehui Liu
    • 1
  1. 1.State Key Lab. of Computer Science, Institute of SoftwareChinese Academy of SciencesBeijingChina
  2. 2.Department of Computer and Information Science, Faculty of Science and TechnologyUniversity of MacauMacauChina
  3. 3.Graduate University of Chinese Academy of SciencesBeijingChina
  4. 4.State Information CenterBeijingChina
  5. 5.School of Electronics Engineering and Computer SciencePeking UniversityBeijingChina

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