scispace - formally typeset
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.

read more

Citations
More filters
Journal ArticleDOI

Automatic generation of multiresolution boundary representations

TL;DR: An algorithm for general polyhedra based on an intermediate octree representation is proposed and simplified elements of the multiresolution family approximate the initial solid within increasing tolerances.
Patent

Compression of animated geometry using a hierarchical level of detail coder

TL;DR: In this paper, a space-time level of detail coder converts a time dependent geometry stream into a hierarchical structure, including levels of detail in the space and time dimensions, and expansion records.
Journal ArticleDOI

Multiresolution representations for surfaces meshes based on the vertex decimation method

TL;DR: This paper enhances the 1996 mesh simplification algorithm with error control to preserve some information about the normals of the original faces into the resulting simplified data, which enables to build multiresolution models (MRM) which allow one to control the normal deviation and to extract view dependent-adaptive lighting sensitive approximations of the originally meshes.
Proceedings ArticleDOI

PMR: point to mesh rendering, a feature-based approach

TL;DR: The PMR system as discussed by the authors uses a hierarchy both in points and triangles for rendering, which is based on the feature geometry in the object space rather than its projection in the screen space.
Journal ArticleDOI

Topological exploration of subterranean environments

TL;DR: This work describes a system developed for autonomous topological exploration of mine environments to facilitate the process of mapping, and presents results from experiments conducted at a research coal mine near Pittsburgh, PA.
References
More filters
Proceedings ArticleDOI

Surface reconstruction from unorganized points

TL;DR: A general method for automatic reconstruction of accurate, concise, piecewise smooth surfaces from unorganized 3D points that is able to automatically infer the topological type of the surface, its geometry, and the presence and location of features such as boundaries, creases, and corners.
Proceedings ArticleDOI

Decimation of triangle meshes

TL;DR: An application independent algorithm that uses local operations on geometry and topology to reduce the number of triangles in a triangle mesh and results from two different geometric modeling applications illustrate the strengths of the algorithm.
Proceedings ArticleDOI

Pyramidal parametrics

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.