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Dynamic view-dependent simplification for polygonal models

TLDR
An algorithm for performing view-dependent simplifications of a triangulated polygonal model in real-time, which is more effective than the current level-of-detail-based rendering approaches for most scientific visualization applications where there are a limited number of highly complex objects that stay relatively close to the viewer.
Abstract
Presents an algorithm for performing view-dependent simplifications of a triangulated polygonal model in real-time. The simplifications are dependent on viewing direction, lighting and visibility, and are performed by taking advantage of image-space, object-space and frame-to-frame coherences. A continuous level-of-detail representation for an object is first constructed off-line. This representation is then used at run-time to guide the selection of appropriate triangles for display. The list of displayed triangles is updated incrementally from one frame to the next. Our approach is more effective than the current level-of-detail-based rendering approaches for most scientific visualization applications where there are a limited number of highly complex objects that stay relatively close to the viewer.

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Citations
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Proceedings ArticleDOI

View-dependent refinement of progressive meshes

TL;DR: This paper defines efficient refinement criteria based on the view frustum, surface orientation, and screen-space geometric error, and develops a real-time algorithm for incrementally refining and coarsening the mesh according to these criteria.
Proceedings ArticleDOI

MAPS: multiresolution adaptive parameterization of surfaces

TL;DR: An irregular connectivity mesh representative of a surface having an arbitrary topology is processed to generate a parameterization which maps points in a coarse base domain to points in the mesh, such that the original mesh can be reconstructed from the base domain and the parameterization.
Proceedings ArticleDOI

ROAMing terrain: real-time optimally adapting meshes

TL;DR: This work presents an algorithm for constructing triangle meshes that optimizes flexible view-dependent error metrics, produces guaranteed error bounds, achieves specified triangle counts directly and uses frame-to-frame coherence to operate at high frame rates for thousands of triangles per frame.
Proceedings ArticleDOI

View-dependent simplification of arbitrary polygonal environments

TL;DR: HDS is dynamic, retessellating the scene continually as the user's viewing position shifts, and global, processing the entire database without first decomposing the environment into individual objects.
Proceedings ArticleDOI

Smooth view-dependent level-of-detail control and its application to terrain rendering

TL;DR: This paper extends the general VDPM framework to provide temporal coherence through the run-time creation of geomorphs to handle huge terrain grids, and introduces a block-based simplification scheme that constructs a progressive mesh as a hierarchy of block refinements.
References
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Proceedings ArticleDOI

Progressive meshes

TL;DR: The progressive mesh (PM) representation is introduced, a new scheme for storing and transmitting arbitrary triangle meshes that addresses several practical problems in graphics: smooth geomorphing of level-of-detail approximations, progressive transmission, mesh compression, and selective refinement.
Proceedings ArticleDOI

Decimation of triangle meshes

TL;DR: An application independent algorithm that uses local operations on geometry and topology to reduce the number of triangles in a triangle mesh and results from two different geometric modeling applications illustrate the strengths of the algorithm.
Proceedings ArticleDOI

Mesh optimization

TL;DR: In this article, the authors present a method for solving the following problem: given a set of data points scattered in three dimensions and an initial triangular mesh M0, produce a mesh M, of the same topological type as M0 that fits the data well and has a small number of vertices.
Proceedings ArticleDOI

Multiresolution analysis of arbitrary meshes

TL;DR: A method for overcoming the subdivision connectivity restriction, meaning that completely arbitrary meshes can now be converted to multiresolution form, is presented, based on the approximation of an arbitrary initial mesh M by a mesh MJ that has subdivision connectivity and is guaranteed to be within a specified tolerance.
Proceedings ArticleDOI

Re-tiling polygonal surfaces

TL;DR: This paper shows how a new set of vertices can be distributed over the surface of a model and connected to one another to create a re-tiling of a surface that is faithful to both the geometry and the topology of the original surface.