Parallel view-dependent level-of-detail control
 
IEEE Trans. Vis. Comput. Graphics, 16(5), 2010.
Extended journal version with applications.
Abstract:
 We present a scheme for view-dependent level-of-detail control that is implemented entirely on programmable
 graphics hardware.  Our scheme selectively refines and coarsens an arbitrary triangle mesh at the
 granularity of individual vertices to create meshes that are highly adapted to dynamic view parameters.
 Such fine-grain control has previously been demonstrated using sequential CPU algorithms.  However, these
 algorithms involve pointer-based structures with intricate dependencies that cannot be handled efficiently
 within the restricted framework of GPU parallelism.We show that by introducing new data structures and
 dependency rules, one can realize fine-grain progressive mesh updates as a sequence of parallel streaming
 passes over the mesh elements.  A major design challenge is that the GPU processes stream elements in
 isolation.  The mesh update algorithm has time complexity proportional to the selectively refined mesh, and
 moreover can be amortized across several frames.  The result is a single standard index buffer than can be
 used directly for rendering.  The static data structure is remarkably compact, requiring only 57% more
 memory than an indexed triangle list.  We demonstrate real-time exploration of complex models with normals
 and textures, as well as shadowing and semitransparent surface rendering applications that make direct use
 of the resulting dynamic index buffer.
Hindsights:
 This expanded version of the
 
conference paper
 includes new diagrams and demonstrates some more rendering applications.