Dynamic view-dependent simplification for polygonal models
Julie C. Xia,Amitabh Varshney +1 more
- pp 327-334
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.read more
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
Mark A. Duchaineau,Murray Wolinsky,David E. Sigeti,Mark C. Miller,Charles Aldrich,Mark Mineev-Weinstein +5 more
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
David Luebke,Carl Erikson +1 more
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.
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