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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

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

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
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Proceedings ArticleDOI

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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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