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2004

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Graphics Programming: Level of Detail


Optimized Stadium Crowd Rendering

Alan Chambers
GPU Pro 3

Level-of-Detail and Streaming Optimized Irradiance Normal Mapping

Ralf Habel, Anders Nilsson and Michael Wimmer
GPU Pro 2

Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details

Carlos A. Dietrich, Luciana P. Nedel and João L. D. Comba
ShaderX7

Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details

Carlos A. Dietrich, Luciana P. Nedel and João L. D. Comba
ShaderX7

Every Cycle Counts Level of Detail Shaders

Kristof Beets
ShaderX6

Large Crowds of Autonomous Animated Characters Using Fragment Shaders and Level of Detail

Erik Millán, Benjamín Hernández, and Isaac Rudomín
ShaderX5

Shader Implementation of Discrete Wavelet Transform

Tien-Tsin Wong and Chi-Sing Leung
ShaderX4

Mipmap Level Measurement

Iain Cantlay (Climax Entertainment)
GPU Gems 2

Comparison of VIPM Methods

Tom Forsyth (Mucky Foot Productions)
Game Programming Gems 2
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

Yossarian King (Electronic Arts Canada)
Game Programming Gems

View-Independent Progressive Meshing

Jan Svarovsky (Mucky Foot Productions)
Game Programming Gems

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