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GRAPHICSINTERFACE
2003

Multiple Camera Considerations in a View-Dependent Continuous Level of Detail Algorithm

14 years 1 months ago
Multiple Camera Considerations in a View-Dependent Continuous Level of Detail Algorithm
We introduce the Camera Aware View-dEpendent Continuous Level Of Detail (CAVECLOD) polygon mesh representation. Several techniques recently have been developed that use a hierarchy of vertex split and merge operations to achieve continuous LOD. These techniques exploit temporal coherence. However, when multiple cameras are simultaneously viewing a polygon mesh at continuous LOD, the exploitation of temporal coherence is difficult. The CAVECLOD mesh representation enables multiple cameras to simultaneously exploit temporal coherence. Texture coordinates and normal vectors are preserved and the algorithm uses Microsoft DirectX Vertex Buffers and Index Buffers for efficient rendering. Interactive frame rates are achieved on large models on commercially available hardware. Key Words: continuous level of detail, multiple camera, terrain rendering.
Bradley P. Kram, Christopher D. Shaw
Added 31 Oct 2010
Updated 31 Oct 2010
Type Conference
Year 2003
Where GRAPHICSINTERFACE
Authors Bradley P. Kram, Christopher D. Shaw
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