Construction of clustered HLOD with As‐Simplified‐As‐Possible boundaries

Abstract This paper presents a new method for constructing a clustered hierarchy of Level‐of‐Detail (LOD) with As‐Simplified‐As‐Possible cluster boundaries to represent large scale triangular meshes at varying resolution, making them suitable for interactive applications. Ensuring consistency between nodes in a clustered hierarchy remains a challenging problem, cracks may appear when dealing with nodes of different resolutions. Bypassing the issue by locking boundary vertices leads to under‐simplification causing quality loss or non‐volume‐preserving simplifications. To address these limitations, we propose a novel approach: a hierarchy construction that enables nodes boundaries simplification at each level, maintaining consistency between neighboring clusters. Building upon existing methods, we represent the model as a clustered hierarchy of Progressive Meshes. Nodes are formed by a partition of a progressive internal mesh and a set of progressive boundary portions in bijection with the node neighbors, allowing for continuous refinement of the boundary while ensuring the LOD mesh to be crack‐free (neighboring clusters in the view‐dependent LOD have consistent boundaries). This new degree of freedom results in an LOD of better quality and/or a more simplified model, and also reduces popping effects that may occur when abruptly simplifying locked boundaries. Our method focuses on the construction of this adaptive representation while ensuring that it is compatible with the standard rendering pipeline, and we provide an example of implementation.

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Publication Details

Journal
Computer Graphics Forum
Published
2026-04-14
DOI
https://doi.org/10.1111/cgf.70380
Primary Topic
Computer Graphics and Visualization Techniques
Type
article
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article

Construction of clustered HLOD with As‐Simplified‐As‐Possible boundaries

N. Faraj, M. Ladeuil, A. Vaisse, M. Trabucato
Computer Graphics Forum
Computer Graphics and Visualization Techniques
article

Construction of clustered HLOD with As‐Simplified‐As‐Possible boundaries

N. Faraj, M. Ladeuil, A. Vaisse, M. Trabucato
article en

Abstract

Abstract This paper presents a new method for constructing a clustered hierarchy of Level‐of‐Detail (LOD) with As‐Simplified‐As‐Possible cluster boundaries to represent large scale triangular meshes at varying resolution, making them suitable for interactive applications. Ensuring consistency between nodes in a clustered hierarchy remains a challenging problem, cracks may appear when dealing with nodes of different resolutions. Bypassing the issue by locking boundary vertices leads to under‐simplification causing quality loss or non‐volume‐preserving simplifications. To address these limitations, we propose a novel approach: a hierarchy construction that enables nodes boundaries simplification at each level, maintaining consistency between neighboring clusters. Building upon existing methods, we represent the model as a clustered hierarchy of Progressive Meshes. Nodes are formed by a partition of a progressive internal mesh and a set of progressive boundary portions in bijection with the node neighbors, allowing for continuous refinement of the boundary while ensuring the LOD mesh to be crack‐free (neighboring clusters in the view‐dependent LOD have consistent boundaries). This new degree of freedom results in an LOD of better quality and/or a more simplified model, and also reduces popping effects that may occur when abruptly simplifying locked boundaries. Our method focuses on the construction of this adaptive representation while ensuring that it is compatible with the standard rendering pipeline, and we provide an example of implementation.

Computer Graphics Forum
Centre National de la Recherche Scientifique (FR), Laboratoire d'Informatique, de Robotique et de Microélectronique de Montpellier (FR), Systèmes d’élevage méditerranéens et tropicaux (FR)
Peace, Justice and strong institutions
Openalex Percentile: Top 11%
Computer Graphics and Visualization Techniques
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