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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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Journal ArticleDOI

SCROOGE:Perceptually‐Driven Polygon Reduction

TL;DR: This paper presents a methodology for reducing the polygonal complexity of a model, whilst retaining a degree of perceptual predictability, which allows the visual consequences of the degradation to be quantified and accurately modelled.
Proceedings Article

Fast Mesh Decimation by Multiple-Choice Techniques

Jianhua Wu, +1 more
TL;DR: This work presents a new mesh decimation framework which is based on the probabilistic optimization technique of Multiple-Choice algorithms, which leads to a significant speed-up compared to the wellestablished standard framework forMesh decimation as a greedy optimization scheme.
Proceedings ArticleDOI

Discrete differential error metric for surface simplification

TL;DR: A new error metric based on the theory of local differential geometry in such a way that the first and the second order discrete differentials approximated locally on a discrete polygonal surface are integrated into the usual distance error metric.
Proceedings ArticleDOI

Exploiting frame-to-frame coherence in a virtual reality system

TL;DR: A load-adaptive rendering algorithm which exploits frame to frame coherence and re-uses most of the image data generated during previous frames thus decreasing the number of polygons actually rendered by an order of magnitude.
Proceedings ArticleDOI

Geometric Simplification of Foliage

TL;DR: A new automatic simplification algorithm for this part of the tree is presented, the Foliage Simplification Algorithm, which diminishes the number of polygons in the crown, while maintaining the appearance.
References
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Proceedings ArticleDOI

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Proceedings ArticleDOI

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Journal ArticleDOI

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