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
Journal ArticleDOI

Adaptive real-time level-of-detail based rendering for polygonal models

TL;DR: The approach is more effective than the current level-of-detail-based rendering approaches for most scientific visualization applications, where there are a limited number of highly complex objects that stay relatively close to the viewer.
Proceedings ArticleDOI

Efficient simplification of point-sampled surfaces

Pauly, +1 more
Journal ArticleDOI

Image-driven simplification

TL;DR: This work introduces the notion of image-driven simplification, a framework that uses images to decide which portions of a model to simplify, a departure from approaches that make polygonal simplification decisions based on geometry.
Proceedings ArticleDOI

Multiresolution Modeling: Survey and Future Opportunities

TL;DR: This report begins with a survey of the most notable available algorithms for automatic simplification of polygonal models, and considers the most significant directions in which existing simplification methods can be improved.

Quadric-based polygonal surface simplification

TL;DR: This dissertation presents a simplification algorithm, based on iterative vertex pair contraction, that can simplify both the geometry and topology of manifold as well as non-manifold surfaces, and proves a direct mathematical connection between the quadric metric and surface curvature.
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.