View Dependent Refinement of Polygonal Meshes

Here, you can see some animated view-dependent refinement examples. They are actually slower than the visualizations obtained by running the program directly since recording is also done on the same machine and movie recoring consumes a great deal of CPU. Green lines describes the viewing frustum according to a phantom camera, to demonstrate the view dependent refinement process. If the user does not spawn a phantom camera, the refinement process is done with respect to the normal camera whose image plane is the whole window.