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
Dissertation

Towards Predictive Rendering in Virtual Reality

Jan Meseth
TL;DR: This thesis briefly introduces the necessary background and identifies the steps required for real-time predictive image generation, and existing techniques targeting these steps are presented and novel techniques proposed to solve some of the remaining problems.
Proceedings ArticleDOI

Multimodal reconstruction of landscape in serious games for heritage: An insight on the creation of Fort Ross Virtual Warehouse serious game

TL;DR: An effective methodology for producing historically validated landscapes in serious games for heritage is proposed which was adopted in the implementation of Fort Ross Virtual Warehouse serious game developed in Unity 3D.
Journal ArticleDOI

Progressive Iso-Surface Extraction from Hierarchical 3D Meshes

TL;DR: A previously presented algorithm for 3D mesh reduction for volume data based on multilevel finite element approximations is extended in two ways, allowing to interactively visualize very large scalar fields like medical data sets, whereas the conventional algorithms would have required at least an order of magnitude more resources.
Journal ArticleDOI

A Survey of Real-Time Crowd Rendering

TL;DR: This survey overviews character animation techniques, as they are highly tied to crowd rendering performance, and then analyzes the state of the art in crowd rendering, and provides an exhaustive comparison of the most relevant approaches in the field.
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.