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
Proceedings ArticleDOI
A Memory Efficient Simplification Algorithm of Polygonal Meshes
TL;DR: A new model simplification algorithm based on edge collapse that generates simplified models of good visual fidelity, which compares well with those by other methods in terms of maximum and mean geometric error and it preserves the visually important features of the original model.
Journal ArticleDOI
Rendering complex scenes using spatial subdivision and textured LOD meshes
TL;DR: A hybrid rendering scheme that explores the locality of visibility at the cost of extra storage and prefetching, and makes a tradeoff between image quality and rendering efficiency by using textured level-of-detail (LOD) meshes is presented.
Journal ArticleDOI
Real time generation of progressive meshes for changing environments
Enhua Wu,Guangzheng Fei +1 more
TL;DR: Tests show that the algorithm greatly improves the time performance under the constraint that the quality of the generated meshes be acceptable, and is viable in a realtime simplification for medium-scale virtual models on PC platforms.
Book ChapterDOI
18 – 3D Mesh Compression
TL;DR: Although simplification techniques and the progressive transmission of refinements may be used as a compression tool, the chapter focuses on recently proposed retiling techniques, designed specifically to improve 3D compression.
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.