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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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Efficient physics-based room-acoustics modeling and auralization

TL;DR: In this paper, the authors present an algorithm for room acoustics modeling based on volumetric decomposition and reconstructions of the surface, which is capable of simplifying the topology of the model and it is shown that the acoustical properties of the room are sufficiently well preserved with even 80 % reduction rates.
Book ChapterDOI

Multi-resolution Modeling in Collaborative Design

TL;DR: This paper provides a framework for information assurance within collaborative design, based on a technique the authors call role-based viewing, achieved through integration of multi-resolution geometry and security models.
Proceedings Article

Interactive Visualization of Large Finite Element Models

Dirc Rose, +1 more
TL;DR: A new visualiza- tion technique which combines the advantages of a specifically adapted mesh reduction algorithm with a texture based rendering of surface details is proposed which achieves a significant speedup in the visualization while re- taining the visual details of the FE model.
Journal ArticleDOI

Successive mappings: An approach to polygonal mesh simplification with guaranteed error bounds

TL;DR: This work develops a piece-wise linear mapping function for each simplification operation and uses this function to measure deviation of the new surface from both the previous level of detail and from the original surface.

Optimal Bit Allocation in 3D Compression

TL;DR: A shape complexity measure K is used that allows us to express the optimal value of B for a general model in terms of V and K alone, and a simple algorithm for estimating the optimal B and V for an existing triangle mesh with a given file size F is provided.
References
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Proceedings ArticleDOI

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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.