frame k frame (k+1)
T
min
=(i, k),T
max
=(−1,−1) T
min
=(i+3, k+1)
(a) (b)
Figure 3: Node caching algorithm: In frame k a certain par-
tition is loaded during a top down iteration (a). In frame
(k+1) the cut through this partition is moving down and
nodes on higher layer are deleted (b).
0
0002
0004
0006
0008
00001
00021
37115181226203
)C,P(
)CN,PN(
)CN,P(
)CC,P(
BM 0
BM 01
BM 02
BM 03
BM 04
BM 05
BM 06
37115181226203
)CN,P(,)CN,PN(
)C,P(
)CC,P(
(a) (b)
Figure 4: Results for moving object from far to near. Total
sum of io operations since begin (a) and memory require-
ment (b).
5 RESULTS
We compared our out-of-core approach, using parti-
tioning and caching (P,C), with three more simpler ap-
proaches:
1. No partitioning, no caching (NP,NC): All nodes
are loaded if they are required for MT-iteration,
and they are deleted afterwards, if they do not be-
long to the cut.
2. Partitioning, no caching (P,NC): The same as be-
fore, but nodes are loaded in a bundle using our
partitioning scheme.
3. Partitioning, conservative caching (P,CC): The
same as before, but nodes are deleted only if no
node of their partition belongs to the cut.
Exemplarily, the Armadillo object is used in two dif-
ferent situations: First, moving from far to near (fig.
4) and second, rotating around the y-axis in view
space (fig. 5). The sum of file accesses since ani-
mation begin (4(a),5(a)) and the memory requirement
(4(b),5(b) were measured during both simulations. As
it can be seen our approach provides a very good
trade-off. It needs slightly more file accesses than
(P,CC) but the memory requirement is halved on aver-
age with respect to (NP,NC) and (P,NC).
0
002
004
006
008
0001
0021
0041
°072°081°09°0
)CC,P(
)C,P(
)CN,P(
)CN,PN(
BM 02
BM 03
BM 04
BM 05
BM 06
°072°081°09°0
)CN,P(,)CN,PN(
)C,P(
)CC,P(
(a) (b)
Figure 5: Results for rotating object. Total sum of io opera-
tions since begin (a) and memory requirement (b).
6 CONCLUSION
In this paper we described a LOD-framework for arbi-
trary irregular 3D-meshes that provides a good trade-
off between rendering efficiency and memory effi-
ciency. It uses a reduced MT hierarchy. To increase
memory efficiency we handle the reduced MT out-of-
core. The number of file operations is reduced by us-
ing an effective and easy to implement partitioning
scheme. Moreover, a caching algorithm is proposed
to reduce unnecessary reloadings.
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