Abstract

Multiresolution technique is one of the most efficient approaches to improve the rendering performance, but its design and implementation for massive meshes are still very difficult. This paper researches and realizes constructing and rendering of multiresolution representation for massive meshes base on surface partition, which could provide vertex-grained local refinement and generate the optimal rendering quality. Our approach adopts dual hierarchy to represent the mesh. One is cluster hierarchy of progressive meshes for coarse-grained selective refinement. The other is vertex hierarchy built with progressive mesh in the cluster node to provide fine-grained local refinement. In order to promote the speed of local refinement, we introduce some data structures and dependency rules to realize parallel view-dependent refinement for vertex hierarchy by using GPU, which greatly reduces the load of CPU and enables it to prefetch data to hide I/O latency effectively. In addition, we propose a new mesh layout algorithm which reorders triangles contained by cluster node to reduce the average cache miss ratio and further improve the rendering speed.

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