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Progressive Meshes

by Hugues Hoppe
"... Highly detailed geometric models are rapidly becoming commonplace in computer graphics. These models, often represented as complex triangle meshes, challenge rendering performance, transmission bandwidth, and storage capacities. This paper introduces the progressive mesh (PM) representation, a new s ..."
Abstract - Cited by 1315 (11 self) - Add to MetaCart
Highly detailed geometric models are rapidly becoming commonplace in computer graphics. These models, often represented as complex triangle meshes, challenge rendering performance, transmission bandwidth, and storage capacities. This paper introduces the progressive mesh (PM) representation, a new

Marching cubes: A high resolution 3D surface construction algorithm

by William E. Lorensen, Harvey E. Cline - COMPUTER GRAPHICS , 1987
"... We present a new algorithm, called marching cubes, that creates triangle models of constant density surfaces from 3D medical data. Using a divide-and-conquer approach to generate inter-slice connectivity, we create a case table that defines triangle topology. The algorithm processes the 3D medical d ..."
Abstract - Cited by 2696 (4 self) - Add to MetaCart
data in scan-line order and calculates triangle vertices using linear interpolation. We find the gradient of the original data, normalize it, and use it as a basis for shading the models. The detail in images produced from the generated surface models is the result of maintaining the inter

QSplat: A Multiresolution Point Rendering System for Large Meshes

by Szymon Rusinkiewicz, Marc Levoy , 2000
"... Advances in 3D scanning technologies have enabled the practical creation of meshes with hundreds of millions of polygons. Traditional algorithms for display, simplification, and progressive transmission of meshes are impractical for data sets of this size. We describe a system for representing and p ..."
Abstract - Cited by 502 (8 self) - Add to MetaCart
and progressively displaying these meshes that combines a multiresolution hierarchy based on bounding spheres with a rendering system based on points. A single data structure is used for view frustum culling, backface culling, level-of-detail selection, and rendering. The representation is compact and can

View-Dependent Refinement of Progressive Meshes

by Hugues Hoppe
"... Level-of-detail (LOD) representations are an important tool for realtime rendering of complex geometric environments. The previously introduced progressive mesh representation defines for an arbitrary triangle mesh a sequence of approximating meshes optimized for view-independent LOD. In this paper, ..."
Abstract - Cited by 459 (5 self) - Add to MetaCart
Level-of-detail (LOD) representations are an important tool for realtime rendering of complex geometric environments. The previously introduced progressive mesh representation defines for an arbitrary triangle mesh a sequence of approximating meshes optimized for view-independent LOD. In this paper

Learning low-level vision

by William T. Freeman, Egon C. Pasztor - International Journal of Computer Vision , 2000
"... We show a learning-based method for low-level vision problems. We set-up a Markov network of patches of the image and the underlying scene. A factorization approximation allows us to easily learn the parameters of the Markov network from synthetic examples of image/scene pairs, and to e ciently prop ..."
Abstract - Cited by 579 (30 self) - Add to MetaCart
propagate image information. Monte Carlo simulations justify this approximation. We apply this to the \super-resolution " problem (estimating high frequency details from a low-resolution image), showing good results. For the motion estimation problem, we show resolution of the aperture problem

Overview of the scalable video coding extension of the H.264/AVC standard

by Heiko Schwarz, Detlev Marpe, Thomas Wiegand - IEEE TRANSACTIONS ON CIRCUITS AND SYSTEMS FOR VIDEO TECHNOLOGY IN CIRCUITS AND SYSTEMS FOR VIDEO TECHNOLOGY , 2007
"... With the introduction of the H.264/AVC video coding standard, significant improvements have recently been demonstrated in video compression capability. The Joint Video Team of the ITU-T VCEG and the ISO/IEC MPEG has now also standardized a Scalable Video Coding (SVC) extension of the H.264/AVC stand ..."
Abstract - Cited by 522 (6 self) - Add to MetaCart
standard. SVC enables the transmission and decoding of partial bit streams to provide video services with lower temporal or spatial resolutions or reduced fidelity while retaining a reconstruction quality that is high relative to the rate of the partial bit streams. Hence, SVC provides functionalities

VL2: Scalable and Flexible Data Center Network”,

by Albert Greenberg , James R Hamilton , Navendu Jain , Srikanth Kandula , Changhoon Kim , Parantap Lahiri , David A Maltz , Parveen Patel , Sudipta Sengupta - ACM SIGCOMM Computer Communication Review, , 2009
"... Abstract To be agile and cost e ective, data centers should allow dynamic resource allocation across large server pools. In particular, the data center network should enable any server to be assigned to any service. To meet these goals, we present VL, a practical network architecture that scales t ..."
Abstract - Cited by 461 (12 self) - Add to MetaCart
paths, and () end-system based address resolution to scale to large server pools, without introducing complexity to the network control plane. VL's design is driven by detailed measurements of tra c and fault data from a large operational cloud service provider. VL's implementation

On linear variational surface deformation methods

by Mario Botsch, Olga Sorkine
"... This survey reviews the recent advances in linear variational mesh deformation techniques. These methods were developed for editing detailed high-resolution meshes, like those produced by scanning real-world objects. The challenge of manipulating such complex surfaces is three-fold: the deformatio ..."
Abstract - Cited by 169 (11 self) - Add to MetaCart
This survey reviews the recent advances in linear variational mesh deformation techniques. These methods were developed for editing detailed high-resolution meshes, like those produced by scanning real-world objects. The challenge of manipulating such complex surfaces is three

Real-Time, Continuous Level of Detail Rendering of Height Fields

by Peter Lindstrom , David Koller, William Ribarsky, Larry F. Hodges, Nick Faust, Gregory A. Turner , 1996
"... We present an algorithm for real-time level of detail reduction and display of high-complexity polygonal surface data. The algorithm uses a compact and efficient regular grid representation, and employs a variable screen-space threshold to bound the maximum error of the projected image. A coarse lev ..."
Abstract - Cited by 296 (15 self) - Add to MetaCart
We present an algorithm for real-time level of detail reduction and display of high-complexity polygonal surface data. The algorithm uses a compact and efficient regular grid representation, and employs a variable screen-space threshold to bound the maximum error of the projected image. A coarse

Interactive Multi-Resolution Modeling on Arbitrary Meshes

by Leif Kobbelt , Swen Campagna, Jens Vorsatz, Hans-Peter Seidel , 1998
"... During the last years the concept of multi-resolution modeling has gained special attention in many fields of computer graphics and geometric modeling. In this paper we generalize powerful multiresolution techniques to arbitrary triangle meshes without requiring subdivision connectivity. Our major o ..."
Abstract - Cited by 307 (34 self) - Add to MetaCart
observation is that the hierarchy of nested spaces which is the structural core element of most multi-resolution algorithms can be replaced by the sequence of intermediate meshes emerging from the application of incremental mesh decimation. Performing such schemes with local frame coding of the detail
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