Three dimensional scenes are typically modeled using a single, fixed resolution model of each geometric object. Renderings of such a model are often either slow or crude, however: slow for distant objects, where the chosen detail level is excessive, and crude for nearby objects, where the detail level is insufficient. What is needed is a multiresolution model that represents objects at multiple levels of detail. With a multiresolution model, a rendering program can choose the level of detail appropriate for the object’s screen size so that less time is wasted drawing insignificant detail. The principal challenge is the development of algorithms that take a detailed model as input and automatically simplify it, while preserving appearance. Multiresolution techniques can be used to speed many applications, including real time rendering for architectural and terrain simulators, and slower, higher qualityrendering for entertainment and radiosity. This paper surveys existing multiresolutionmodeling techniques and speculates about what might be possible in the future.
Federico PonchioMatteo Dellepiane
Feng DongMeleagros KrokosGordon Clapworthy
Markus SteinbergerMarkus Grabner
Qingqiong DengXiaopeng ZhangGang YangMarc Jaeger