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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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Concepts and Algorithms for Polygonal Simplification

TL;DR: 3D computer graphics, polygonal models are often used to represent individual objects and entire environments and will continue to play an important role in 3DComputer graphics for many years to come.
Proceedings ArticleDOI

An experimental evaluation of 3D mesh decimation techniques

TL;DR: A complete evaluation of the mesh simplification techniques existing in the technical literature is presented and the optimal method in terms of decimation rates and precision is established.
Journal ArticleDOI

Real Time Multiscale Rendering of Dense Dynamic Stackings

TL;DR: This paper proposes a model based on rich spherical impostors, able to combine precomputed as well as dynamic procedural data, and offering seamless transitions from close instanced meshes to distant points, which scales well and is even able to render sand, while supporting completely dynamic stackings.

Compression and streaming of polygon meshes

TL;DR: It is shown that polygon models can be encoded more compactly by avoiding the initial triangulation step, and two compression schemes are described that achieve better compression by encoding meshes directly in their polygonal representation.
Journal ArticleDOI

Part recognition–based simplification of triangular mesh models for ships and plants

TL;DR: Application of the proposed mesh simplification method enables rapid generation of a low level of detail (LOD) version of the large-scale triangular mesh model.
References
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