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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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Proceedings ArticleDOI

Surface simplification using quadric error metrics

TL;DR: This work has developed a surface simplification algorithm which can rapidly produce high quality approximations of polygonal models, and which also supports non-manifold surface models.
Proceedings ArticleDOI

Progressive meshes

TL;DR: The progressive mesh (PM) representation is introduced, a new scheme for storing and transmitting arbitrary triangle meshes that addresses several practical problems in graphics: smooth geomorphing of level-of-detail approximations, progressive transmission, mesh compression, and selective refinement.
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.
Journal ArticleDOI

Metro: measuring error on simplified surfaces

TL;DR: Metro allows one to compare the difference between a pair of surfaces by adopting a surface sampling approach, and returns both numerical results and visual results, by coloring the input surface according to the approximation error.
Proceedings ArticleDOI

Multiresolution analysis of arbitrary meshes

TL;DR: A method for overcoming the subdivision connectivity restriction, meaning that completely arbitrary meshes can now be converted to multiresolution form, is presented, based on the approximation of an arbitrary initial mesh M by a mesh MJ that has subdivision connectivity and is guaranteed to be within a specified tolerance.
References
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Proceedings ArticleDOI

Visibility preprocessing for interactive walkthroughs

TL;DR: A method of visibility preprocessing that is efficient and effective for axis-aligned or axial architectural models and tests on moderately complex 2-D and 3-D axial models reveal substantially reduced rendering loads.
Proceedings ArticleDOI

Towards image realism with interactive update rates in complex virtual building environments

TL;DR: In this paper, two strategies, pre-computation before display and adaptive refinement during display, are used to combine interactivity with high image quality in a virtual building simulation, where the hidden-surface problem is partially solved by automatically precomputing potentially visible sets of the model for sets of related viewpoints.
Journal ArticleDOI

Re-tiling polygonal surfaces

TurkGreg
- 01 Jul 1992 - 
Proceedings ArticleDOI

Real-time rendering of trimmed surfaces

TL;DR: Rational tensor product surfaces, (Bézier, NURBS, Hermite, polynomial, etc.) are rendered in real-time by uniform faceting and can be balanced for optimal implementation on different hardware platforms.