The Multi Triangulation framework (MT) is a very general approach for managing adaptive resolution in triangle meshes. The key idea is arranging mesh fragments at different resolution in a Directed Acyclic Graph (DAG) which encodes the dependencies between fragments, thereby encompassing a wide class of multiresolution approaches that use hierarchies or DAGs with predefined topology. On current architectures, the classic MT is however unfit for real-time rendering, since DAG traversal costs vastly dominate raw rendering costs. In this paper, we redesign the MT framework in a GPU friendly fashion, moving its granularity from triangles to precomputed optimized triangle patches. The patches can be conveniently tri-stripped and stored in secondary memory to be loaded on demand, ready to be sent to the GPU using preferential paths. In this manner, central memory only contains the DAG structure and CPU workload becomes negligible. The major contributions of this work are: a new out-of-core multiresolution framework, that, just like the MT, encompasses a wide class of multiresolution structures; a robust and elegant way to build a well conditioned MT DAG by introducing the concept of V -partitions, that can encompass various state of the art multiresolution algorithms; an efficient multithreaded rendering engine and a general subsystem for the external memory processing and simplification of huge meshes. This video illustrates the technique with the real-time inspection of complex scenes containing hundreds of millions of triangles. Data is presented at 1px resolution on a 720x576 display controlled by PC with a NVIDIA GeForce 6600GT graphics board.
Related Publications
[1] Paolo Cignoni, Fabio Ganovelli, Enrico Gobbetti, Fabio Marton, Federico Ponchio, and Roberto Scopigno. Batched Multi Triangulation. In Proceedings IEEE Visualization. Pages 207-214. IEEE Computer Society Press, October 2005.
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