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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

Walkthroughs of complex environments using image-based simplification

TL;DR: This paper uses hardware texture mapping to implement the image-space warping and hardware affine transformations to compute the view-dependent warping function, and uses different morphing methods for combining the sample information to reconstruct the scene.
Journal ArticleDOI

Simplification of three-dimensional density maps

TL;DR: This work constructs a tetrahedral mesh representation with a simplification algorithm that combines three goals: the approximation of the function, the preservation of theMesh topology, and the improvement of the mesh quality with a novel extension of the quadric error metric.
Journal ArticleDOI

Optimal bit allocation in compressed 3D models

TL;DR: A simple algorithm for estimating K and the optimal B and V for piecewise spherical approximations of arbitrary triangle meshes is explored, using a shape complexity measure K, which, for any given object approximates the product EV.
Proceedings Article

Efficient and Feature-Preserving Triangular Mesh Decimation.

TL;DR: A new automatic method for the decimation of triangular meshes, which performs better as compared to the notable existing algorithms at low levels of detail, preserves visually important parts of the mesh and thus keeps the semantic or high level meaning of the model.
Patent

Method for creating progressive simplicial complexes

TL;DR: Progressive simplicial complexes (PSC) as discussed by the authors is a method for storing and transmitting arbitrary geometric models for computer graphics that captures a graphical model as a coarse base model together with a sequence of refinement transformations that progressively recover detail.
References
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Proceedings ArticleDOI

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Journal ArticleDOI

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