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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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DissertationDOI

Occlusion Culling for Real-Time Rendering of Urban Environments

Peter Wonka
TL;DR: The resulting system essentially combines the advantages of online visibility processing and region-based visibility calculations, in that it is based on a simple online visibility algorithm, while calculating a visibility solution that remains valid for a sufficiently large region of space.
Journal ArticleDOI

Intersection free simplification

TL;DR: This work focuses on the prevention and avoidance of self-intersection during simplication with vertex pair contractions, and examines the geomorph9 of the parametrized vertex pair contraction and detects collisions of the affected simplices.

New techniques for out-of-core visualization of large datasets

TL;DR: A practical system to visualize large datasets interactively on commodity PCs using new out-of-core techniques to visualize datasets much larger than main memory and a sort-first parallel extension of the system that uses a cluster of PCs to drive a high-resolution, multi-tile screen.
Proceedings ArticleDOI

Normal-based simplification algorithm for meshes

TL;DR: A new edge collapsing-based simplification algorithm for meshes based on the variation of the vectors that are normal to faces around the collapsing edge that allows the automatic creation of a multiresolution schema, i.e. a sequence of meshes at different resolutions.
Journal ArticleDOI

Edge Collapse Simplification Based on Sharp Degree

TL;DR: On the base of Garland's simplification algorithm, a method of changing the order of edge collapses in the simplification is presented by introducing the concept of sharp degree into the error metrics, and a better simplified model is obtained which has dense meshes in the high-curvature regions and sparse mesh in the flat regions.
References
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Proceedings ArticleDOI

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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

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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

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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.