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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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Proceedings ArticleDOI

Two-surface simplification algorithms for polygonal terrain with integrated road features

TL;DR: Two surface simplification algorithms designed for the purpose of constructing a terrain database that is optimized for driving simulation are presented; one using a bottom-up, polygonal refinement approach, the other using a top-down,polygonal removal approach.
Proceedings ArticleDOI

Shape-Sensitive Surface Reconstruction for Low-Resolution Point-Cloud Models

TL;DR: To reconstruct a low-resolution point-cloud model, this study presents a novel shape-sensitive point sampling approach for modifying a sampling region adaptively and adopts the discrete shape operator to quantify model features and determine sampling regions to reconstruct surfaces.
Proceedings Article

Mesh simplification based on Willmore energy weighted quadric error metric

TL;DR: A new approach to the quadric error metric mesh simplification that uses the local surface features to quantify the cost of an edge collapse and can obtain better geometric results than QSlim simplifications by preserving local features in regions of high importance for the viewer.

Real-time rendering of continuous levels of detail for sparse voxel octrees

TL;DR: The developed LOD transition algorithm allows to perform a dynamic and continues control of the SVO based objects which have not been available in other works and allows for a LOD change without any graphical artifacts or loss of the virtual scene immersion.

Representation and Fast Display of Complex CSG Models

TL;DR: A system for fast and accurate display of CSG constructive solid geome try models that has been used to convert parts of a submarine storage and handling system model represented as more than CSG trees and consists of more than trimmed spline surfaces.
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