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Book ChapterDOI

Multi-resolution 3D approximations for rendering complex scenes

Jarek Rossignac, +1 more
- pp 455-465
TLDR
This work presents a simple, effective, and efficient technique for approximating arbitrary polyhedra based on triangulation and vertex-clustering, and produces a series of 3D approximations that resemble the original object from all viewpoints, but contain an increasingly smaller number of faces and vertices.
Abstract
We present a simple, effective, and efficient technique for approximating arbitrary polyhedra. It is based on triangulation and vertex-clustering, and produces a series of 3D approximations (also called “levels of detail”) that resemble the original object from all viewpoints, but contain an increasingly smaller number of faces and vertices. The simplification is more efficient than competing techniques because it does not require building and maintaining a topological adjacency graph. Furthermore, it is better suited for mechanical CAD models which often exhibit patterns of small features, because it automatically groups and simplifies features that are geometrically close, but need not be topologically close or even part of a single connected component Using a lower level of detail when displaying small, distant, or background objects improves graphic performance without a significant loss of perceptual information, and thus enables realtime inspection of complex scenes or a convenient environment for animation or walkthrough preview.

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Citations
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Journal ArticleDOI

Multiresolution Decimation based on Global Error

TL;DR: Jade, a new simplification solution based on the Mesh Decimation approach has been designed to provide both increased approximation precision, based on global error management, and multiresolution output, and it is shown that with a small increase in memory, which is needed to store theMultiresolution data representation, it is able to extract any level of detail representation from the simplification results in an extremely efficient way.
Proceedings ArticleDOI

Progressive lossless compression of arbitrary simplicial complexes

TL;DR: The main contributions of this paper are the idea of using the kd-tree encoding of the geometry to drive the construction of a sequence of meshes, an improved coding of the edge expansion and vertex split since the vertices to split are implicitly defined, a prediction scheme which reduces the code for simplices incident to the split vertex, and a new generalization of theedge expansion operation to tetrahedral meshes.
Journal ArticleDOI

Generating web-based 3D City Models from OpenStreetMap: The current situation in Germany

TL;DR: The prospects for the generation of interactive 3D City Models based on free geo-data available from the OpenStreetMap (OSM) project and public domain height information provided by the Shuttle Radar Topography Mission are investigated.
Journal ArticleDOI

Dual contouring of hermite data

TL;DR: In this paper, a new method for contouring a signed grid whose edges are tagged by Hermite data (i.e., exact intersection points and normals) is described.
Proceedings ArticleDOI

Billboard clouds for extreme model simplification

TL;DR: This work introduces billboard clouds -- a new approach for extreme simplification in the context of real-time rendering that combines the strengths of mesh decimation and image-based impostors.
References
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