Book ChapterDOI
Multi-resolution 3D approximations for rendering complex scenes
Jarek Rossignac,Paul Borrel +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.read more
Citations
More filters
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
More filters
Proceedings ArticleDOI
Surface reconstruction from unorganized points
TL;DR: A general method for automatic reconstruction of accurate, concise, piecewise smooth surfaces from unorganized 3D points that is able to automatically infer the topological type of the surface, its geometry, and the presence and location of features such as boundaries, creases, and corners.
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
Pyramidal parametrics
TL;DR: This paper advances a “pyramidal parametric” prefiltering and sampling geometry which minimizes aliasing effects and assures continuity within and between target images.
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.
Journal ArticleDOI
Hierarchical geometric models for visible surface algorithms
TL;DR: The geometric structure suggests a recursive descent, visible surface algorithm in which the computation time potentially grows linearly with the visible complexity of the scene, and the range of complexity of an environment is greatly increased.