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
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Journal ArticleDOI
Approximated Centroidal Voronoi Diagrams for Uniform Polygonal Mesh Coarsening
TL;DR: The clustering provides an efficient way to construct uniform tessellations, and therefore leads to uniform coarsening of polygonal meshes, when the output triangulation has many fewer elements than the input mesh.
Journal ArticleDOI
Particle swarm optimization for non-uniform rational B-spline surface reconstruction from clouds of 3D data points
Akemi Gálvez,Andrés Iglesias +1 more
TL;DR: This work applies a PSO approach in order to reconstruct a non-uniform rational B-spline (NURBS) surface of a certain order from a given set of 3D data points, and yields very good results even in presence of problematic features, such as multi-branches, high-genus or self-intersections.
Proceedings ArticleDOI
HLODs for faster display of large static and dynamic environments
TL;DR: An algorithm and a system for accelerated display of massive static and dynamic environments using hierarchical simplification and automatically-generated hierarchical levels of detail (HLODs) that serve as higher fidelity drastic simplifications of entire branches of the scene graph are presented.
Proceedings ArticleDOI
Perceptually guided simplification of lit, textured meshes
TL;DR: This work uses a simple model of low-level human vision to estimate the perceptibility of local simplification operations in a view-dependent Multi-Triangulation structure and improves on prior perceptual simplification approaches by accounting for textured models and dynamic lighting effects.
Proceedings ArticleDOI
Measuring and predicting visual fidelity
TL;DR: This paper examines three different experimental techniques for measuring and predicting visual fidelity: naming times, ratings, and preferences, and several automatic techniques for predicting these experimental measures, including techniques based on images and on the models themselves.
References
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