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Displacement patches for view-dependent rendering

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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.

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Correspondence to Jihad El-Sana.

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Livny, Y., Bauman, G. & El-Sana, J. Displacement patches for view-dependent rendering. Vis Comput 28, 247–263 (2012). https://doi.org/10.1007/s00371-011-0609-4

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