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
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
Tamal K. Dey,James Hudson +1 more
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
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