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Multiresolution Modeling for Fast Rendering
- PROCEEDINGS OF GRAPHICS INTERFACE
, 1994
"... Three dimensional scenes are typically modeled using a single, fixed resolution model of each geometric object. Renderings of such a model are often either slow or crude, however: slow for distant objects, where the chosen detail level is excessive, and crude for nearby objects, where the detail lev ..."
Abstract
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Cited by 96 (5 self)
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Three dimensional scenes are typically modeled using a single, fixed resolution model of each geometric object. Renderings of such a model are often either slow or crude, however: slow for distant objects, where the chosen detail level is excessive, and crude for nearby objects, where the detail level is insufficient. What is needed is a multiresolution model that represents objects at multiple levels of detail. With a multiresolution model, a rendering program can choose the level of detail appropriate for the object's screen size so that less time is wasted drawing insignificant detail. The principal challenge is the development of algorithms that take a detailed model as input and automatically simplify it, while preserving appearance. Multiresolution techniques can be used to speed many applications, including real time rendering for architectural and terrain simulators, and slower, higher quality rendering for entertainment and radiosity. This paper surveys existing multiresolutio...
Generalized Stochastic Subdivision
- ACM Transactions on Graphics
, 1987
"... This paper describes the basis for techniques such as stochastic subdivision in the theory of random processes and estimation theory. The popular stochastic subdivision construction is then generalized to provide control of the autocorrelation and spectral properties of the synthesized random functi ..."
Abstract
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Cited by 34 (2 self)
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This paper describes the basis for techniques such as stochastic subdivision in the theory of random processes and estimation theory. The popular stochastic subdivision construction is then generalized to provide control of the autocorrelation and spectral properties of the synthesized random functions. The generalized construction is suitable for generating a variety of perceptually distinct high-quality random functions, including those with non-fractal spectra and directional or oscillatory characteristics. It is argued that a spectral modeling approach provides a more powerful and somewhat more intuitive perceptual characterization of random processes than does the fractal model. Synthetic textures and terrains are presented as a means of visually evaluating the generalized subdivision technique. Categories and Subject Descriptors: I.3.3 [Computer Graphics]: Picture/Image Generation; I.3.7 [Computer Graphics]: Three Dimensional Graphics and Realism -<F11.
Simplification and Compression of 3D Scenes
, 1997
"... INTRODUCTION....................................................................................4 2. A SIMPLE DATASTRUCTURE FOR TRIANGULATED MESHES.................................6 3. TOPOLOGICAL CHARACTERIZATION OF POLYHEDRA........................................7 3.1 TOPOLOGICAL CONCEPTS AND DE ..."
Abstract
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Cited by 4 (0 self)
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INTRODUCTION....................................................................................4 2. A SIMPLE DATASTRUCTURE FOR TRIANGULATED MESHES.................................6 3. TOPOLOGICAL CHARACTERIZATION OF POLYHEDRA........................................7 3.1 TOPOLOGICAL CONCEPTS AND DEFINITIONS .......................................................................................7 3.1.1 Topological closure, interior, and boundary............................................................................7 3.1.2 Dimensional homogeneity.................................................................................................8 3.1.3 Regularization and Boolean operations..................................................................................8 3.1.4 Connectedness, holes, and handles.......................................................................................9 3.1.5 Non-Manifold conditions..............................................................
Editing noise
- Computer Animation and Virtual Worlds
, 2004
"... Noise is used to create realistic animations that look like natural phenomena as well as procedural textures and shapes by adding randomness to graphical applications. In this paper, we suggest a method to edit noise values to satisfy the constraints that reflect the user’s demands while maintaining ..."
Abstract
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Cited by 3 (0 self)
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Noise is used to create realistic animations that look like natural phenomena as well as procedural textures and shapes by adding randomness to graphical applications. In this paper, we suggest a method to edit noise values to satisfy the constraints that reflect the user’s demands while maintaining the inherent statistical features of the noise function. Noise editing uses optimization to minimize the difference between the statistical characteristics of the ideal and edited versions of a noise source. Using our editing method, detailed control of animation and shape data that include noise is possible.
Dealing with Shape Complexity for Internet Access and Graphic Applications
"... Standard representations of 3D models are so verbose that only very simple models can be accessed over common communication links for immediate viewing. This situation is not likely to improve, since the need for more accurate 3D models and their deployment throughout a broader spectrum of industria ..."
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Standard representations of 3D models are so verbose that only very simple models can be accessed over common communication links for immediate viewing. This situation is not likely to improve, since the need for more accurate 3D models and their deployment throughout a broader spectrum of industrial, scientific, and consumer application areas will outpace the improvements in transmission bandwidth to the office, home, or mobile worker or private user. Recently developed multi-resolution modeling technologies play an important role in addressing this bandwidth bottleneck, especially when combined with other approaches, such as intelligent culling, pre-fetching, and image-based rendering. This tutorial will discuss the details of compression, simplification, and progressive transmission techniques and of their interrelations.

