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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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Methods for image-based 3-D modeling using color and depth cameras

TL;DR: This work addresses the problems related to three-dimensional modeling of scenes and objects and model evaluation, and proposes a multi-view stereo (MVS) reconstruction method that takes a set of images as an input and outputs a model represented as a point cloud.
Proceedings ArticleDOI

Effectiveness of spatial level of detail degradation in the periphery of head-mounted displays

TL;DR: A user study was performed to evaluate the effectiveness of degradation of peripheral visual detail when used with headmounted displays, and showed that a substantial amount of peripheral detail can be eliminated before user performance is impacted.
Journal ArticleDOI

Large mesh simplification for distributed environments

TL;DR: An algorithm to perform adaptive mesh simplification in distributed environments that combines the flexibility of out-of-core (OOC) techniques with the quality of accurate in-core algorithms, while representing a particularly fast approach thanks to the concurrent use of several computers in a network.
Journal ArticleDOI

Simplified and tessellated mesh for realtime high quality rendering

TL;DR: A new mesh process and rendering method for realtime high quality rendering to send a simplified mesh to hardware pipeline, while use the online tessellation on the GPU to facilitate the rendering of complex geometric details.
Journal ArticleDOI

Research issues in model-based visualization of complex data sets

TL;DR: This work argues for an intelligent, model-based approach to visualization, which extracts the intrinsic data characteristics and constructs multiresolution graphics models suitable for interactive rendering on commercially available hardware adapters.
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