Abstract
We present a new method for controlling levels of detail (LODs) of triangulated mesh objects by a gaze-driven approach. The method relies up on a hierarchical mesh representation we call a merge-and-split tree (MST) of vertices, in which objects are described at nearly continuous LODs. The basic idea here is to adjust the mesh shape quality adaptively under a geometrical definition of gaze points and fovea regions. Not only does it generate a circular fovea region with smooth transition of LODs, but it also makes it possible to update the whole mesh quickly for a moving gaze.