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Hierarchical Levels of Detail for Fast Display of Large Static and Dynamic Environments

We present a new approach for fast display of large static and dynamic environments. Given a geometric dataset, we represent it using a scene graph and automatically compute levels of detail (LODs) for each node in the graph. For drastic simplification, i.e., reducing the polygon count by an order of magnitude or more, we compute hierarchical levels of detail (HLODs) that represent portions of the scene graph. When objects move in a dynamic environment, we incrementally recompute a subset of the HLODs on the fly. Our approach can efficiently handle scenes with a limited amount of dynamic changes. Furthermore, it supports two rendering modes: one that renders at a specified image quality and another that targets a desired frame rate. We efficiently render LODs and HLODs using display lists and achieve significant speedups on rendering large static and dynamic environments composed of tens of millions of polygons.