JOURNAL ARTICLE

Fast view-dependent level-of-detail rendering using cached geometry

Joshua Levenberg

Year: 2002 Journal:   IEEE Visualization Pages: 259-266

Abstract

Level-of-detail rendering is essential for rendering very large, detailed worlds in real-time. Unfortunately, level-of-detail computations can be expensive, creating a bottleneck at the CPU.This paper presents the CABTT algorithm, an extension to existing binary-triangle-tree-based level-of-detail algorithms. Instead of manipulating triangles, the CABTT algorithm instead operates on clusters of geometry called aggregate triangles. This reduces CPU overhead, eliminating a bottleneck common to level-of-detail algorithms. Since aggregate triangles stay fixed over several frames, they may be cached on the video card. This further reduces CPU load and fully utilizes the hardware accelerated rendering pipeline on modern video cards. These improvements result in a fourfold increase in frame rate over ROAM [7] at high detail levels. Our implementation renders an approximation of an 8 million triangle heightfield at 42 frames per second with an maximum error of 1 pixel on consumer hardware.

Keywords:
Rendering (computer graphics) Computer science Cache Tiled rendering Bottleneck Graphics pipeline Alternate frame rendering Frame rate Computer graphics (images) Central processing unit Real-time rendering Parallel computing Software rendering Computer hardware Computer vision Embedded system Computer graphics 3D computer graphics

Metrics

112
Cited By
4.72
FWCI (Field Weighted Citation Impact)
30
Refs
0.95
Citation Normalized Percentile
Is in top 1%
Is in top 10%

Citation History

Topics

Computer Graphics and Visualization Techniques
Physical Sciences →  Computer Science →  Computer Graphics and Computer-Aided Design
Advanced Vision and Imaging
Physical Sciences →  Computer Science →  Computer Vision and Pattern Recognition
Image Enhancement Techniques
Physical Sciences →  Computer Science →  Computer Vision and Pattern Recognition

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