Many models used in real-time graphics applications are generated automatically using techniques such as laser-range scanning. The resultant meshes typically contain one or more orders of magnitude more polygons than can be displayed by today\'s graphics hardware. Numerous methods have been proposed for automatically creating level-of-detail (LOD) meshes from large input meshes. These techniques typically generate either one or more static LOD meshes, pre-computed before use in the application, or a dynamic mesh, where the LOD of the mesh adapts to frame rate requirements. We present a new dynamic LOD technique ideal for applications such as games and physical simulations based upon Adaptively Sampled Distance Fields (ADFs).
Where: ACM SIGGRAPH
MERL Contacts: Ronald Perry; Jeroen van BaarBrief
Date: August 12, 2001
- The papers "Computing 3D Geometry Directly from Range Images" by Frisken, S.F. and Perry, R.N., "A New Method for Numerical Constrained Optimization" by Perry, R.N., "Dynamic Meshing Using Adaptively Sampled Distance Fields" by Pope, J., Frisken, S.F. and Perry, R.N., "Shadermaps: A Method for Accelerating Procedural Shading" by Jones, T.R., Perry, R.N. and Callahan, M., "A Computationally Efficient Framework for Modeling Soft Body Impact" by Frisken, S.F. and Perry, R.N., "Kizamu: A System for Sculpting Digital Characters" by Perry, R.N. and Frisken, S.F. and "Surface Splatting" by Zwicker, M., Pfister, H., van Baar, J. and Gross, M. were presented at ACM SIGGRAPH.