dc.contributor.author | Lambert, Thibaud | en_US |
dc.contributor.author | Bénard, Pierre | en_US |
dc.contributor.author | Guennebaud, Gaël | en_US |
dc.contributor.editor | Joaquim Jorge and Ming Lin | en_US |
dc.date.accessioned | 2016-04-26T08:38:24Z | |
dc.date.available | 2016-04-26T08:38:24Z | |
dc.date.issued | 2016 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/cgf.12828 | en_US |
dc.description.abstract | Hardware tessellation is de facto the preferred mechanism to adaptively control mesh resolution with maximal performances. However, owing to its fixed and uniform pattern, leveraging tessellation for feature-aware LOD rendering remains a challenging problem. We relax this fundamental constraint by introducing a new spatial and temporal blending mechanism of tessellation levels, which is built on top of a novel hierarchical representation of multi-resolution meshes. This mechanism allows to finely control topological changes so that vertices can be removed or added at the most appropriate location to preserve geometric features in a continuous and artifact-free manner. We then show how to extend edge-collapse based decimation methods to build feature-aware multi-resolution meshes that match the tessellation patterns. Our approach is fully compatible with current hardware tessellators and only adds a small overhead on memory consumption and tessellation cost. | en_US |
dc.publisher | The Eurographics Association and John Wiley & Sons Ltd. | en_US |
dc.title | Multi-Resolution Meshes for Feature-Aware Hardware Tessellation | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.sectionheaders | Meshes | en_US |
dc.description.volume | 35 | en_US |
dc.description.number | 2 | en_US |
dc.identifier.doi | 10.1111/cgf.12828 | en_US |
dc.identifier.pages | 253-262 | en_US |