View-dependent multiresolution rendering places a heavy load on CPU. This paper presents a new method on view-dependent refinement
of multiresolution meshes by using the computation power of modern programmable graphics hardware (GPU). Two rendering passes
using this method are included. During the first pass, the level of detail selection is performed in the fragment shaders.
The resultant buffer from the first pass is taken as the input texture to the second rendering pass by vertex texturing, and
then the node culling and triangulation can be performed in the vertex shaders. Our approach can generate adaptive meshes
in real-time, and can be fully implemented on GPU. The method improves the efficiency of mesh simplification, and significantly
alleviates the computing load on CPU.
Keywords View-dependent multiresolution rendering - Level of detail (LOD) - Quadtree - Texture atlas - Graphics processing unit (GPU)