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Smooth View-Dependent Level-of-Detail Control and Its Application to Terrain Rendering
"... The key to real-time rendering of large-scale surfaces is to locally adapt surface geometric complexity to changing view parameters. Several schemes have been developed to address this problem of view-dependent level-of-detail control. Among these, the viewdependent progressive mesh (VDPM) framewor ..."
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Cited by 187 (0 self)
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The key to real-time rendering of large-scale surfaces is to locally adapt surface geometric complexity to changing view parameters. Several schemes have been developed to address this problem of view-dependent level-of-detail control. Among these, the viewdependent progressive mesh (VDPM) framework represents an arbitrary triangle mesh as a hierarchy of geometrically optimized refinement transformations, from which accurate approximating meshes can be efficiently retrieved. In this paper we extend the general VDPM framework to provide temporal coherence through the runtime creation of geomorphs. These geomorphs eliminate "popping" artifacts by smoothly interpolating geometry. Their implementation requires new output-sensitive data structures, which have the added benefit of reducing memory use.
Texture mapping progressive meshes
, 2001
"... Given an arbitrary mesh, we present a method to construct a progressive mesh (PM) such that all meshes in the PM sequence share a common texture parametrization. Our method considers two important goals simultaneously. It minimizes texture stretch (small texture distances mapped onto large surface d ..."
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Cited by 175 (6 self)
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Given an arbitrary mesh, we present a method to construct a progressive mesh (PM) such that all meshes in the PM sequence share a common texture parametrization. Our method considers two important goals simultaneously. It minimizes texture stretch (small texture distances mapped onto large surface distances) to balance sampling rates over all locations and directions on the surface. It also minimizes texture deviation (“slippage ” error based on parametric correspondence) to obtain accurate textured mesh approximations. The method begins by partitioning the mesh into charts using planarity and compactness heuristics. It creates a stretch-minimizing parametrization within each chart, and resizes the charts based on the resulting stretch. Next, it simplifies the mesh while respecting the chart boundaries. The parametrization is re-optimized to reduce both stretch and deviation over the whole PM sequence. Finally, the charts are packed into a texture atlas. We demonstrate using such atlases to sample color and normal maps over several models. Additional Keywords: mesh simplification, surface flattening, surface parametrization, texture stretch.
Surface Light Fields for 3D Photography
, 2000
"... A surface light field is a function that assigns a color to each ray originating on a surface. Surface light fields are well suited to constructing virtual images of shiny objects under complex lighting conditions. This paper presents a framework for construction, compression, interactive rendering, ..."
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Cited by 126 (1 self)
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A surface light field is a function that assigns a color to each ray originating on a surface. Surface light fields are well suited to constructing virtual images of shiny objects under complex lighting conditions. This paper presents a framework for construction, compression, interactive rendering, and rudimentary editing of surface light fields of real objects. Generalizations of vector quantization and principal component analysis are used to construct a compressed representation of an object's surface light field from photographs and range scans. A new rendering algorithm achieves interactive rendering of images from the compressed representation, incorporating view-dependent geometric level-of-detail control. The surface light field representation can also be directly edited to yield plausible surface light fields for small changes in surface geometry and reflectance properties.
Multiresolution Modeling: Survey & Future Opportunities
, 1999
"... For twenty years, it has been clear that many datasets are excessively complex for applications such as real-time display, and that techniques for controlling the level of detail of models are crucial. More recently, there has been considerable interest in techniques for the automatic simplificati ..."
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Cited by 106 (6 self)
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For twenty years, it has been clear that many datasets are excessively complex for applications such as real-time display, and that techniques for controlling the level of detail of models are crucial. More recently, there has been considerable interest in techniques for the automatic simplification of highly detailed polygonal models into faithful approximations using fewer polygons. Several effective techniques for the automatic simplification of polygonal models have been developed in recent years. This report begins with a survey of the most notable available algorithms. Iterative edge contraction algorithms are of particular interest because they induce a certain hierarchical structure on the surface. An overview of this hierarchical structure is presented,including a formulation relating it to minimum spanning tree construction algorithms. Finally, we will consider the most significant directions in which existing simplification methods can be improved, and a summary of o...
Normal Meshes
, 2000
"... Normal meshes are new fundamental surface descriptions inspired by differential geometry. A normal mesh is a multiresolution mesh where each level can be written as a normal offset from a coarser version. Hence the mesh can be stored with a single float per vertex. We present an algorithm to approxi ..."
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Cited by 96 (8 self)
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Normal meshes are new fundamental surface descriptions inspired by differential geometry. A normal mesh is a multiresolution mesh where each level can be written as a normal offset from a coarser version. Hence the mesh can be stored with a single float per vertex. We present an algorithm to approximate any surface arbitrarily closely with a normal semi-regular mesh. Normal meshes can be useful in numerous applications such as compression, filtering, rendering, texturing, and modeling.
Topological Noise Removal
"... Meshes obtained from laser scanner data often contain topological noise due to inaccuracies in the scanning and merging process. This topological noise complicates subsequent operations such as remeshing, parameterization and smoothing. We introduce an approach that removes unnecessary nontrivial to ..."
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Cited by 88 (3 self)
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Meshes obtained from laser scanner data often contain topological noise due to inaccuracies in the scanning and merging process. This topological noise complicates subsequent operations such as remeshing, parameterization and smoothing. We introduce an approach that removes unnecessary nontrivial topology from meshes. Using a local wave front traversal, we discover the local topologies of the mesh and identify features such as small tunnels. We then identify non-separating cuts along which we cut and seal the mesh, reducing the genus and thus the topological complexity of the mesh.
Relief Texture Mapping
, 2000
"... We present an extension to texture mapping that supports the representation of 3-D surface details and view motion parallax. The results are correct for viewpoints that are static or moving, far away or nearby. Our approach is very simple: a relief texture (texture extended with an orthogonal displa ..."
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Cited by 87 (4 self)
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We present an extension to texture mapping that supports the representation of 3-D surface details and view motion parallax. The results are correct for viewpoints that are static or moving, far away or nearby. Our approach is very simple: a relief texture (texture extended with an orthogonal displacement per texel) is mapped onto a polygon using a two-step process: First, it is converted into an ordinary texture using a surprisingly simple 1-D forward transform. The resulting texture is then mapped onto the polygon using standard texture mapping. The 1-D warping functions work in texture coordinates to handle the parallax and visibility changes that result from the 3-D shape of the displacement surface. The subsequent texture-mapping operation handles the transformation from texture to screen coordinates. CR Categories and Subject Descriptors: I.3.3 [Computer Graphics]: Picture/Image Generation I.3.6 [Computer Graphics]: Methodologies and Techniques; I.3.7 [Computer Graphics]: Three-...
Silhouette Clipping
, 2000
"... Approximating detailed models with coarse, texture-mapped meshes results in polygonal silhouettes. To eliminate this artifact, we introduce silhouette clipping, a framework for efficiently clipping the rendering of coarse geometry to the exact silhouette of the original model. The coarse mesh is obt ..."
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Cited by 86 (7 self)
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Approximating detailed models with coarse, texture-mapped meshes results in polygonal silhouettes. To eliminate this artifact, we introduce silhouette clipping, a framework for efficiently clipping the rendering of coarse geometry to the exact silhouette of the original model. The coarse mesh is obtained using progressive hulls, a novel representation with the nesting property required for proper clipping. We describe an improved technique for constructing texture and normal maps over this coarse mesh. Given a perspective view, silhouettes are efficiently extracted from the original mesh using a precomputed search tree. Within the tree, hierarchical culling is achieved using pairs of anchored cones. The extracted silhouette edges are used to set the hardware stencil buffer and alpha buffer, which in turn clip and antialias the rendered coarse geometry. Results demonstrate that silhouette clipping can produce renderings of similar quality to high-resolution meshes in less rendering time.
Image-Driven Simplification
, 2000
"... We introduce the notion of image-driven simplification, a framework that uses images to decide which portions of a model to simplify. This is a departure from approaches that make polygonal simplification decisions based on geometry. As with many methods, we use the edge collapse operator to make ..."
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Cited by 65 (3 self)
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We introduce the notion of image-driven simplification, a framework that uses images to decide which portions of a model to simplify. This is a departure from approaches that make polygonal simplification decisions based on geometry. As with many methods, we use the edge collapse operator to make incremental changes to a model. Unique to our approach, however, is the use of comparisons between images of the original model against those of a simplified model to determine the cost of an edge collapse. We use common graphics rendering hardware to accelerate the creation of the required images. As expected, this method produces models that are close to the original model according to image differences. Perhaps more surprising, however, is that the method yields models that have high geometric fidelity as well. Our approach also solves the quandary of how to weight the geometric distance versus appearance properties such as normals, color and texture. All of these tradeoffs are ba...
Evaluation of memoryless simplification
- IEEE Transactions on Visualization and Computer Graphics
, 1999
"... © 1999 IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other w ..."
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Cited by 41 (5 self)
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© 1999 IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE. This material is presented to ensure timely dissemination of scholarly and technical work. Copyright and all rights therein are retained by authors or by other copyright holders. All persons copying this information are expected to adhere to the terms and constraints invoked by each author's copyright. In most cases, these works may not be reposted without the explicit permission of the copyright holder.

