The Visual Computer

, Volume 27, Issue 9, pp 793–809 | Cite as

Visualization of level-of-detail meshes on the GPU

  • Oscar Ripolles
  • Miguel Chover
  • Francisco Ramos
Original Article


Extensive 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.


Multiresolution modeling Level of detail Real-time rendering GPU 


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Copyright information

© Springer-Verlag 2011

Authors and Affiliations

  • Oscar Ripolles
    • 1
  • Miguel Chover
    • 2
  • Francisco Ramos
    • 2
  1. 1.Inst. Universitari d’Automàtica i Informática IndustrialUniversitat Politècnica de ValènciaValènciaSpain
  2. 2.Institute of New Imaging TechnologiesUniversitat Jaume ICastellonSpain

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