Applications such as video games or movies often contain deforming
meshes. The most-commonly used representation of these types of meshes consists in dense polygonal models. Such a large amount of
geometry can be efficiently managed by applying level-of-detail techniques
and specific solutions have been developed in this field. However,
these solutions do not offer a high performance in real-time applications.
We thus introduce a multiresolution scheme for deforming meshes.
It enables us to obtain different approximations over all the frames of
an animation. Moreover, we provide an efficient connectivity coding by means of triangle strips as well as a flexible framework adapted to the GPU pipeline. Our approach enables real-time performance and, at the same time, provides accurate approximations