M. Bokeloh., M. Wand: Hardware Accelerated Multi-Resolution Geometry Synthesis. In: Symposium on Interactive 3D Graphics and Games 2006, to appear.


In this paper, we propose a new technique for hardware accelerated multi-resolution geometry synthesis. The level of detail for a given viewpoint is created on-the-fly, allowing for an almost unlimited model resolution in rendering without excessive memory usage. The models consist of regularly sampled rectangular patches that are subdivided hierarchically by a programmable shader in order to create different levels of resolution. The approach is inherently parallel and lends itself to an implementation on vector processor-like parallel architectures. We demonstrate this property by an implementation on programmable graphics hardware. This implementation shows a substantial performance benefit over a CPU-based implementation by up to more than an order of magnitude. We apply the framework to rendering of smooth surfaces and to rendering of complexly structured fractal landscapes using a novel multi-channel fractal subdivision technique. Due to the hardware acceleration, it is possible to perform interactive editing and walkthroughs of such scenes in real-time.


  author = {Martin Bokeloh and Michael Wand},
  title = {Hardware Accelerated Multi-Resolution Geometry Synthesis},
  booktitle = {Proc. Symp. Interactive 3D Graphics and Games},
  year = {2006},
  copyright = {(c) ACM, 2006. This is the authorís version 
   of the work. It is posted here by permission of ACM for
   your personal use. Not for redistribution. The definitive 
   version will be published in the Proceedings of the 
   Symposium on Interactive 3D Graphics
   and Games 2006.},