Information
- Publication Type: Journal Paper with Conference Talk
- Workgroup(s)/Project(s):
- Date: June 2008
- Journal: Computer Graphics Forum (Proceedings EGSR 2008)
- Volume: 27
- Number: 4
- Location: Sarajevo, Bosnia-Herzegovina
- Lecturer: Daniel Scherzer
- ISSN: 0167-7055
- Event: Eurographics Symposium on Rendering 2008
- Conference date: 23. June 2008 – 25. June 2008
- Pages: 1175 – 1181
- Keywords: LOD blending, real-time rendering, levels of detail
Abstract
In this paper we present a method for automatic interpolation between adjacent discrete levels of detail to achieve smooth LOD changes in image space. We achieve this by breaking the problem into two passes: We render the two LOD levels individually and combine them in a separate pass afterwards. The interpolation is formulated in a way that only one level has to be updated per frame and the other can be reused from the previous frame, thereby causing roughly the same render cost as with simple non interpolated discrete LOD rendering, only incurring the slight overhead of the final combination pass. Additionally we describe customized interpolation schemes using visibility textures.The method was designed with the ease of integration into existing engines in mind. It requires neither sorting nor blending of objects, nor does it introduce any constrains in the LOD used. The LODs can be coplanar, alpha masked, animated, impostors, and intersecting, while still interpolating smoothly.
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No further information available.BibTeX
@article{SCHERZER-2008-FSR,
title = "Frame Sequential Interpolation for Discrete Level-of-Detail
Rendering",
author = "Daniel Scherzer and Michael Wimmer",
year = "2008",
abstract = "In this paper we present a method for automatic
interpolation between adjacent discrete levels of detail to
achieve smooth LOD changes in image space. We achieve this
by breaking the problem into two passes: We render the two
LOD levels individually and combine them in a separate pass
afterwards. The interpolation is formulated in a way that
only one level has to be updated per frame and the other can
be reused from the previous frame, thereby causing roughly
the same render cost as with simple non interpolated
discrete LOD rendering, only incurring the slight overhead
of the final combination pass. Additionally we describe
customized interpolation schemes using visibility textures.
The method was designed with the ease of integration into
existing engines in mind. It requires neither sorting nor
blending of objects, nor does it introduce any constrains in
the LOD used. The LODs can be coplanar, alpha masked,
animated, impostors, and intersecting, while still
interpolating smoothly. ",
month = jun,
journal = "Computer Graphics Forum (Proceedings EGSR 2008)",
volume = "27",
number = "4",
issn = "0167-7055",
pages = "1175--1181",
keywords = "LOD blending, real-time rendering, levels of detail",
URL = "https://www.cg.tuwien.ac.at/research/publications/2008/SCHERZER-2008-FSR/",
}