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	<front>
		<journal-meta>
			<journal-id journal-id-type="publisher-id">INFORMATICA</journal-id>
			<journal-title-group>
				<journal-title>Informatica</journal-title>
			</journal-title-group>
			<issn pub-type="epub">0868-4952</issn>
			<issn pub-type="ppub">0868-4952</issn>
			<publisher>
				<publisher-name>VU</publisher-name>
			</publisher>
		</journal-meta>
		<article-meta>
			<article-id pub-id-type="publisher-id">inf24406</article-id>
			<article-id pub-id-type="doi">10.15388/Informatica.2013.06</article-id>
			<article-categories>
				<subj-group subj-group-type="heading">
					<subject>Research article</subject>
				</subj-group>
			</article-categories>
			<title-group>
				<article-title>A Multiresolution Approach to Render 3D Models</article-title>
			</title-group>
			<contrib-group>
				<contrib contrib-type="Author">
					<name>
						<surname>Ramos</surname>
						<given-names>Francisco</given-names>
					</name>
					<email xlink:href="mailto:francisco.ramos@uji.es">francisco.ramos@uji.es</email>
					<xref ref-type="aff" rid="j_INFORMATICA_aff_000"/>
					<xref ref-type="corresp" rid="fn1">∗</xref>
				</contrib>
				<contrib contrib-type="Author">
					<name>
						<surname>Chover</surname>
						<given-names>Miguel</given-names>
					</name>
					<email xlink:href="mailto:chover@uji.es">chover@uji.es</email>
					<xref ref-type="aff" rid="j_INFORMATICA_aff_000"/>
				</contrib>
				<contrib contrib-type="Author">
					<name>
						<surname>Ripolles</surname>
						<given-names>Oscar</given-names>
					</name>
					<email xlink:href="mailto:oscar.ripolles@neuroelectrics.com">oscar.ripolles@neuroelectrics.com</email>
					<xref ref-type="aff" rid="j_INFORMATICA_aff_001"/>
				</contrib>
				<aff id="j_INFORMATICA_aff_000">Universitat Jaume I, Dept. Lenguajes y Sistemas Informaticos, 12071 Castellon, Spain</aff>
				<aff id="j_INFORMATICA_aff_001">Neuroelectrics, 08022 Barcelona, Spain</aff>
			</contrib-group>
			<author-notes>
				<corresp id="fn1">
					<label>∗</label>Corresponding author.</corresp>
			</author-notes>
			<pub-date pub-type="epub">
				<day>01</day>
				<month>01</month>
				<year>2013</year>
			</pub-date>
			<volume>24</volume>
			<issue>4</issue>
			<fpage>603</fpage>
			<lpage>618</lpage>
			<history>
				<date date-type="received">
					<day>01</day>
					<month>09</month>
					<year>2011</year>
				</date>
				<date date-type="accepted">
					<day>01</day>
					<month>05</month>
					<year>2013</year>
				</date>
			</history>
			<abstract>
				<p>Image synthesis techniques are present in a wide range of applications as they leverage the amount of information required for creating realistic visualizations. For fast hardware rendering they usually employ a triangle-based representation describing the geometry of the scene. In this paper, we introduce a new and simple framework for performing on-the-fly refinement and simplification of meshes completely on the GPU. As we aim at making easy the integration of level-of-detail management into the creation workflow of artists, the presented method is easy to be implemented. We only need a coarse mesh, its displacement map and a geometry shader. At rendering time, we employ a geometry shader to parallelize the tessellation and displacement steps. The tessellation step performs uniform refinement or simplification operations by applying a fixed subdivision criterion. Our method also exploits coherence by taking advantage of the last computed mesh. We provide a method which offers a flexible integration with standard 3D tools, easy to be implemented, coherence exploitation and wholly processed by the GPU.</p>
			</abstract>
			<kwd-group>
				<label>Keywords</label>
				<kwd>GPU</kwd>
				<kwd>mesh refinement</kwd>
				<kwd>shader</kwd>
				<kwd>visualization</kwd>
			</kwd-group>
		</article-meta>
	</front>
</article>