This page is about my research into level of detail in computer graphics, conducted for my PhD at the University of Cape Town (supervisor Dr Edwin Blake). See my resume for paper downloads.

My work built on the earlier work of Thomas Funkhouser, who proposed a predictive level of detail optimization algorithm as part of his PhD. My contribution was to extend his algorithm to scene hierarchies — hierarchical decompositions of scene objects into parts (and parts of parts). I showed that it was possible to apply the same approach to optimize the replacement of collections of objects by simple representations of their wholes. In the process I found and corrected an important mistake in the algorithm proposed by Funkhouser. I provided a counter-example, proposed a fixed version, and eventually proved its correctness mathematically.

Posted by Ash

Coder and researcher in the games industry with a passion for meshes, computational geometry and 3D. Occasional photographer, web developer and bedroom DJ. Likes driving, coffee, mezcal, margaritas, swimming in the sea and cooking with fire.