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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

Geometric model simplification for distributed CAD

TL;DR: A novel approach is proposed to exploit trimming information in CAD models to simplify their geometry and visibility culling is integrated into this approach to facilitate selective refinements.
Journal ArticleDOI

Out-of-core compression for gigantic polygon meshes

TL;DR: Polygonal models acquired with emerging 3D scanning technology or from large scale CAD applications easily reach sizes of several gigabytes and do not fit in the address space of common 32-bit desk...
Proceedings ArticleDOI

Marching intersections: an efficient resampling algorithm for surface management

TL;DR: The paper presents a simple and efficient algorithm for the removal of small topological inconsistencies and high frequency details from surface models, called marching intersections, which adopts a volumetric approach and acts as a resampling filter.
Journal ArticleDOI

Dynamic simplification and visualization of large maps

TL;DR: An algorithm that performs simplification of large geographical maps through a novel use of graphics hardware is presented and an out‐of‐core system for interactive visualization of these maps is presented.
Proceedings Article

Fast and Accurate Hausdorff Distance Calculation between Meshes

TL;DR: This paper presents a new efficient algorithm to measure the Hausdorff distance between two meshes by sampling the meshes only in regions of high distance, which allows fast simplification while guaranteeing a user-specified geometric error.
References
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Proceedings ArticleDOI

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Proceedings ArticleDOI

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Proceedings ArticleDOI

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Journal ArticleDOI

Hierarchical geometric models for visible surface algorithms

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