Frame Sequential Interpolation for Discrete Level-of-Detail Rendering

Daniel Scherzer, Michael Wimmer
Frame Sequential Interpolation for Discrete Level-of-Detail Rendering
Computer Graphics Forum (Proceedings EGSR 2008), 27(4):1175-1181, June 2008. [draft]

Information

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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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,
  issn =       "0167-7055",
  journal =    "Computer Graphics Forum (Proceedings EGSR 2008)",
  number =     "4",
  volume =     "27",
  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/",
}