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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

Rendering complex scenes based on spatial subdivision, object-based depth mesh, and occlusion culling

TL;DR: This paper combines geometry-based and image-based rendering techniques to develop a VR navigation system that aims to have efficiency relatively independent of the scene complexity and has depicted fast frame rates for complex environments with an acceptable quality-loss.
Proceedings ArticleDOI

Study a New Mesh Simplification Method in Reverse Engineering

TL;DR: A new method of surface simplification based on calculating changing rate of surface based on the adapted Butterfly subdivision method to determine the new vertex positions of simplified mesh, making the new vertices lie on an optimized limiting surface.

Simplification de surfaces polygonales complexes

TL;DR: In this article, developpe deux algorithmes permettant un meilleur controle du resultat, ceci en specifiant soit le niveau de deformation, soit the degre de complexite de la version resultante.

Decoupling Mesh and Data Representations for Geo-spatial Data Visualization

TL;DR: The approach is to decouple mesh and data representations such that data management is performed effciently on regular grids while mesh rendering is executed using a fixed adaptive triangular mesh in parameter plane and to generate very high frame rates using triangles with optimized shape in a high-quality rendering.
References
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Proceedings ArticleDOI

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Journal ArticleDOI

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