Graphics: Level of Detail
Optimized Stadium Crowd Rendering |
Level-of-Detail and Streaming Optimized Irradiance Normal Mapping |
Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details |
Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details |
Every Cycle Counts Level of Detail Shaders |
Large Crowds of Autonomous Animated Characters Using Fragment Shaders and Level of Detail |
Shader Implementation of Discrete Wavelet Transform |
Comparison of VIPM Methods |
Abstract: View-Independent Progressive Meshing (VIPM) has moved from the status of an interesting research project, to promising new technology, to sensible addition to all the best engines, and now into the Direct3D graphics API itself. However, in an effort to push the performance of VIPM, and in particular to drive the hardware as efficiently as possible, several new forms have been developed, each with their own tradeoffs and characteristics. This article is intended as a guide to some of the more promising versions, and should help people decide which of the many variants to sue in particular situations.
Never Let 'Em See You Pop - Issues in Geometric Level of Detail Selection |
View-Independent Progressive Meshing |
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