Adaptive real-time interactive rendering of gigantic multi-resolution models

Real-time visualization of large-scale surface models is still a challenging problem. When using multiple levels of details (LOD), the main issues are popping between levels and/or cracks between level parts. We present a scheme (both mesh preprocessing and real-time rendering), which avoids both of these issues. Vertex interpolation between child and parent is used to achieve crack and popping free rendering. We implemented and tested our method on a modest laptop PC, and could render scanned models of multiples tens of million triangles at optimal visual quality and interactive frame rate.