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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

3DHOP: 3D Heritage Online Presenter

TL;DR: The capabilities and characteristics of the 3DHOP framework are presented, using different examples based on concrete projects, to demonstrate the power and flexibility of the framework.

Geometric Modeling Based on Polygonal Meshes

TL;DR: This course discusses the whole geometry processing pipeline based on triangle meshes, and introduces general concepts of surface representations and point out the advantageous properties of triangle meshes in order to present efficient data structures for their implementation.
Proceedings Article

Out-Of-Core Algorithms for Scientific Visualization and Computer Graphics

TL;DR: This paper surveys fundamental issues, current problems, and unresolved solutions, and aims to provide students and graphics researchers and professionals with an effective knowledge of current techniques, as well as the foundation to develop novel techniques on their own.
Proceedings ArticleDOI

Efficient adaptive simplification of massive meshes

TL;DR: This paper presents a method for performing adaptive simplification of polygonal meshes that are too large to fit in-core, and exhibits output-sensitive memory requirements and allows fine control over the size of the simplified mesh.
References
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Proceedings ArticleDOI

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Proceedings ArticleDOI

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Proceedings ArticleDOI

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Journal ArticleDOI

Hierarchical geometric models for visible surface algorithms

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