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Level of Detail
Wednesday, 30 July 2003
10:30 am - 12:15 pm
Room 30 A-D
Session Chair: Mark Elendt, Side Effects Software Inc.
LOD of Video Avatar for Walkthrough Applications
Dynamic quality control of video images for video avatars, in accordance with requirements for LOD and current network capacity.
Kei Utsugi
T. Moriya
N. Nonaka
H. Takeda
Hitachi, Ltd.
utsugi@sdl.hitachi.co.jp
From Layered Depth Images to Continuous LOD Impostors
A hardware-accelerated technique used to generate a set of points from an object. A random ordering of these points is used as a continuous LOD representation.
J. Andreas Baerentzen
Niels Jorgen Christensen
Danmarks Tekniske Universitet
jab@imm.dtu.dk
A Fast Hybrid Geomorphing LOD Scheme
A new approach to fast, view-dependent, real-time visualization of large multi-resolution geometric models with color or high-resolution textures.
Louis Borgeat
Guy Godin
National Research Council of Canada
louis.borgeat@nrc-cnrc.gc.ca
Pierre-Alexandre Fortin
Université Laval
GLOD: A Driver-Level Interface for Geomentric Level of Detail
This geometric system integrated into the OpenGL rendering library
provides a low-level, lightweight API for level-of-detail operations.
Jonathan Cohen
Nathaniel Duca
Johns Hopkins University
cohen@cs.jhu.edu
David Luebke
Brenden Schubert
University of Virginia
Per-Pixel Smooth Shader Level of Detail
An investigation of per-pixel shader level-of-detail techniques for interactive applications, focusing on the choice of LOD at run-time and smooth transitioning between levels utilizing MIP-mapping hardware.
Maryann Simmons
Dave Shreiner
SGI
maryanns@sgi.com
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