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render (a); (c) is a top view of the view frustum with aggregate triangles in black. The same aggregate triangle is highlighted in (b) and (c). Level-of-detail rendering is essential for rendering very large, de-tailed worlds in real-time. Unfortunately, level-of-detail computa-tions can be expensive, creating a bottleneck at the CPU. This paper presents the CABTT algorithm, an extension to exist-ing binary-triangle-tree-based level-of-detail algorithms. Instead of manipulating triangles, the CABTT algorithm instead operates on clusters of geometry called aggregate triangles. This reduces CPU overhead, eliminating a bottleneck common to level-of-detail algo-rithms. Since aggregate triangles stay fixed over several frames, they may be cached on the video card. This further reduces CPU load and fully utilizes the hardware accelerated rendering pipeline on modern video cards. These improvements result in a fourfold increase in frame rate over ROAM 7 at high detail levels. Our implementation renders an approximation of an 8 million triangle heightfield at 42 frames per second with an maximum error of 1 pixel on consumer hardware.
Joshua Levenberg (Sun,) studied this question.