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		<citationkey>ToledoWangLevy:2007:GeTe</citationkey>
		<title>Geometry Textures</title>
		<format>Printed, On-line.</format>
		<year>2007</year>
		<date>Oct. 7-10, 2007</date>
		<numberoffiles>1</numberoffiles>
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		<author>Toledo, Rodrigo de,</author>
		<author>Wang, Bin,</author>
		<author>Levy, Bruno,</author>
		<affiliation>Tecgraf, PUC-Rio</affiliation>
		<affiliation>Tsinghua University</affiliation>
		<affiliation>ALICE, INRIA</affiliation>
		<editor>Falcão, Alexandre Xavier,</editor>
		<editor>Lopes, Hélio Côrtes Vieira,</editor>
		<conferencename>Brazilian Symposium on Computer Graphics and Image Processing, 20 (SIBGRAPI)</conferencename>
		<conferencelocation>Belo Horizonte</conferencelocation>
		<booktitle>Proceedings</booktitle>
		<publisher>IEEE Computer Society</publisher>
		<publisheraddress>Los Alamitos</publisheraddress>
		<tertiarytype>Full Paper</tertiarytype>
		<transferableflag>1</transferableflag>
		<contenttype>External Contribution</contenttype>
		<keywords>mesosctructure, ray casting, GPU, height map, partitioning.</keywords>
		<abstract>The goal of geometry textures is to interactively display finely tessellated geometric models. Nowadays, models with millions of triangles still cannot be directly rendered by graphics cards without using elaborate acceleration methods. The large number of triangles overloads the vertex pipeline of the GPU. In our work, the geometry is no longer represented by polygons and the main rendering effort is on the pixel pipeline, alleviating the vertex one, thus allowing a significant increase in performance. Transferring the workload to the pixel pipeline brings the benefit of a natural LOD, since rendering time is proportional to the number of rendered pixels. Therefore, when a complex object is far away from the viewer, less computation must be done.</abstract>
		<language>en</language>
		<targetfile>sibgrapi07_geo_tex.pdf</targetfile>
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