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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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Patent

Mesh simplification and construction of progressive meshes

TL;DR: The PM representation as discussed by the authors is an efficient, lossless, continuous-resolution representation (the "PM representation") of highly detailed geometric models for computer graphics specifies a succession of progressively more detailed polygonal meshes (i.e., "progressive meshes") as a base mesh and a sequence of complete mesh refinement transformations (e.g., the vertex split transformation) that approximate the model at progressively finer levels of detail.
Journal ArticleDOI

A fast path planning by path graph optimization

TL;DR: Experimental results show that the path planning using the optimized path graph is an order of magnitude faster than the quadtree approach while the length of the path generated by the proposed method is almost the same as that of the course generated byThe quadtree.
Proceedings ArticleDOI

Out-of-core construction and visualization of multiresolution surfaces

TL;DR: The quadric information can be used to concisely represent vertex position, surface normal, error, and curvature information for anisotropic view-dependent coarsening and silhouette preservation and a significant improvement in processing speed over previous methods for out-of-core multiresolution surface construction.
Journal ArticleDOI

Managing level of detail through peripheral degradation: effects on search performance with a head-mounted display

TL;DR: Results indicated that peripheral LOD degradation can be used to reduce color or spatial visual complexity by almost half in some search tasks with out significantly reducing performance.
Patent

Sending Three-Dimensional Images over a Network

Ronnie Yaron, +1 more
TL;DR: In this article, a benefit is obtained for sending digital information over a network, where the benefit to the sender can be monetary compensation and/or increased recognition of the sender, for example.
References
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Proceedings ArticleDOI

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Proceedings ArticleDOI

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Proceedings ArticleDOI

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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.