Graphics Programming: Level of Detail
Optimized Stadium Crowd Rendering |
Level-of-Detail and Streaming Optimized Irradiance Normal Mapping |
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Ralf Habel, Anders Nilsson and Michael Wimmer GPU Pro 2 |
Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details |
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Carlos A. Dietrich, Luciana P. Nedel and Jo�o L. D. Comba ShaderX7 |
Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details |
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Carlos A. Dietrich, Luciana P. Nedel and Jo�o L. D. Comba ShaderX7 |
Every Cycle Counts Level of Detail Shaders |
Large Crowds of Autonomous Animated Characters Using Fragment Shaders and Level of Detail |
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Erik Mill�n, Benjam�n Hern�ndez, and Isaac Rudom�n ShaderX5 |
Shader Implementation of Discrete Wavelet Transform |
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Tien-Tsin Wong and Chi-Sing Leung ShaderX4 |
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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