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View-dependent refinement of multiresolution meshes using programmable graphics hardware

机译:使用可编程图形硬件对视图进行精细的多分辨率网格细化

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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 realtime, and can be fully implemented on GPU. The method improves the efficiency of mesh simplification, and significantly alleviates the computing load on CPU.
机译:与视图相关的多分辨率渲染会给CPU带来沉重的负担。本文利用现代可编程图形硬件(GPU)的计算能力,提出了一种基于视图的多分辨率网格细化方法。包括使用此方法的两个渲染过程。在第一遍过程中,详细信息选择级别在片段着色器中执行。通过顶点纹理化,将第一遍得到的缓冲区用作第二遍渲染的输入纹理,然后可以在顶点着色器中执行节点剔除和三角剖分。我们的方法可以实时生成自适应网格,并且可以在GPU上完全实现。该方法提高了网格简化的效率,并大大减轻了CPU的计算负担。

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