scispace - formally typeset
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.

read more

Citations
More filters
Dissertation

Simplification of tetrahedral meshes by scalar value assignment

TL;DR: The simpli cation algorithm can provide a continuum of aproximate models of the given dataset with any desired degree of accuracy and is suitable for multi-resolution modeling.
Journal ArticleDOI

A 3D Simplification Method based on Dual Point Sampling

TL;DR: This paper proposes an effective point cloud simplification method which is based on data points sampling that reduces the number of vertices in a 3D model described by a point cloud and better preserves local details.
Proceedings ArticleDOI

Toward DRM for 3D geometry data

TL;DR: Computationally efficient encryption techniques for polygonal mesh data are proposed which exploit the prioritization of data in progressive meshes to support both privacy-focussed applications and try-and-buy scenarios.
Journal ArticleDOI

Surface Simplification using Intrinsic Error Metrics

TL;DR: In this paper , a coarse intrinsic triangulation of the input domain is constructed by greedy decimation while agglomerating global information about approximation error, and the intrinsic tangent vectors are stored to track how far curvature drifts during simplification.
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.