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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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Journal ArticleDOI

Efficient rendering of multiresolution meshes with guaranteed image quality

TL;DR: A new approach for better estimation of normal deviations between different levels of detail is described, which allows for accurate lighting with a minimum number of triangles.
Proceedings ArticleDOI

Cluster-Based Generation of Hierarchical Surface Models

TL;DR: This work presents a highly efficient, automatic method for the generation of hierarchical surface triangulations given a set of scattered points in three-dimensional space, without known connectivity information, and reconstructs a valid triangulated surface model in a two-step procedure.

Form metrics for interactive rendering via figural models of perception

TL;DR: This work presents a method for quantifying important form cues in 2D polygonal models derived from multi-scale medial analysis, and it is proposed that simplifying a model's form, based on how it is perceived and processed by the human visual system, offers the potential for more effective simplifications.
Dissertation

Exploitation d'images numériques pour la simplification et la déformation de modèles polyédriques

TL;DR: In this article, a methode de simplification and deux methodes de deformation de polyedres sont presentees, the simplification is basee sur un processus iteratif de suppression de sommets pilote par un critere de tolerance de simplifyification.

Perceptually-Adaptive Collision Detection for Real-time Computer Animation

TL;DR: A model of human visual perception of collisions is developed, based on twodimensional measures of eccentricity and separation, and the feasibility of using this model as the basis for perceptual scheduling of interruptible collision detection in a real-time animation of large numbers of homogeneous objects is demonstrated.
References
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Proceedings ArticleDOI

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Proceedings ArticleDOI

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Proceedings ArticleDOI

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Proceedings ArticleDOI

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Journal ArticleDOI

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