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18
Optimizing Triangle Strips for Fast Rendering
, 1996
"... Almost all scientific visualization involving surfaces is currently done via triangles. The speed at which such triangulated surfaces can be displayed is crucial to interactive visualization and is bounded by the rate at which triangulated data can be sent to the graphics subsystem for rendering. Pa ..."
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Cited by 127 (4 self)
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Almost all scientific visualization involving surfaces is currently done via triangles. The speed at which such triangulated surfaces can be displayed is crucial to interactive visualization and is bounded by the rate at which triangulated data can be sent to the graphics subsystem for rendering. Partitioning polygonal models into triangle strips can significantly reduce rendering times over transmitting each triangle individually.
Hamiltonian Triangulations for Fast Rendering
, 1994
"... Highperformance rendering engines in computer graphics are often pipelined, and their speed is bounded by the rate at which triangulation data can be sent into the machine. To reduce the data rate, it is desirable to order the triangles so that consecutive triangles share a face, meaning that only ..."
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Cited by 69 (9 self)
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Highperformance rendering engines in computer graphics are often pipelined, and their speed is bounded by the rate at which triangulation data can be sent into the machine. To reduce the data rate, it is desirable to order the triangles so that consecutive triangles share a face, meaning that only one additional vertex need be transmitted to describe each triangle. Such an ordering exists if and only if the dual graph of the triangulation contains a Hamiltonian path. In this paper, we consider several problems concerning triangulations with Hamiltonian duals. Specifically, we ffl Show that any set of n points in the plane has a Hamiltonian triangulation, and give two optimal \Theta(n log n) algorithms for constructing such a triangulation. We have implemented and tested both algorithms. ffl Consider the special case of sequential triangulations, where the Hamiltonian cycle is implied, and prove that certain nondegenerate point sets in the plane do not admit a sequential triangulati...
On The Approximation Power Of Splines On Triangulated Quadrangulations
 SIAM J. Numer. Anal
, 1999
"... We study the approximation properties of the bivariate spline spaces S r 3r ( +) of smoothness r and degree 3r defined on triangulations + which are obtained from arbitrary nondegenerate convex quadrangulations by adding the diagonals of each quadrilateral. ..."
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Cited by 23 (15 self)
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We study the approximation properties of the bivariate spline spaces S r 3r ( +) of smoothness r and degree 3r defined on triangulations + which are obtained from arbitrary nondegenerate convex quadrangulations by adding the diagonals of each quadrilateral.
Quadrangulations of Planar Sets
 In Proceedings of the 4th International Workshop on Algorithms and Data Structures
, 1985
"... Given a set S such as a polygon or a set of points, a quadrangulation of S is a partition of the interior of S, if S is a polygon, or the interior of the convex hull of S, if S is a set of points, into quadrangles (quadrilaterals) obtained by inserting edges between pairs of points (diagonals betwee ..."
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Cited by 14 (2 self)
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Given a set S such as a polygon or a set of points, a quadrangulation of S is a partition of the interior of S, if S is a polygon, or the interior of the convex hull of S, if S is a set of points, into quadrangles (quadrilaterals) obtained by inserting edges between pairs of points (diagonals between vertices of the polygon) such that the edges intersect each other only at their end points. Not all polygons or sets of points admit quadrangulations, even when the quadrangles are not required to be convex (convex quadrangulations) . In this paper we briefly survey some recent results concerning the characterization of those planar sets that always admit quadrangulations (convex and nonconvex) as well as some related computational problems. 1. Introduction In the field of computational geometry a triangulation of a finite planar set such as a set of points, line segments or polygon, is a well studied structure [O'R94], [PS85]. For one thing, a triangulation always exists and for anothe...
Efficiently Computing and Updating Triangle Strips for RealTime Rendering
"... Triangle strips are a widely used hardwaresupported datastructure to compactly represent and efficiently render polygonal meshes. In this paper we survey the efficient generation of triangle strips as well as their variants. We present efficient algorithms for partitioning polygonal meshes into ..."
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Cited by 9 (0 self)
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Triangle strips are a widely used hardwaresupported datastructure to compactly represent and efficiently render polygonal meshes. In this paper we survey the efficient generation of triangle strips as well as their variants. We present efficient algorithms for partitioning polygonal meshes into triangle strips. Triangle strips have traditionally used a buffer size of two vertices. In this paper we also study the impact of larger buffer sizes and various queuing disciplines on the effectiveness of triangle strips. Viewdependent simplification has emerged as a powerful tool for graphics acceleration in visualization of complex environments. However, in a viewdependent framework the triangle mesh connectivity changes at every frame making it difficult to use triangle strips. In this paper we present a novel datastructure, Skip Strip, that efficiently maintains triangle strips during such viewdependent changes. A Skip Strip stores the vertex hierarchy nodes in a skiplistlike manner with path compression.
Quadrilateral and tetrahedral mesh stripification using 2factor partitioning of the dual graph
 VISUAL COMPUT
, 2005
"... In order to find a 2factor of a graph, there exist O(n 1.5) deterministic algorithm [7] and O(n³) randomized algorithm [14]. In this paper, we propose novel O(n log³ n log log n) algorithms to find a 2factor, if one exists, of a graph in which all n vertices have degree four or less. Such graphs ..."
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Cited by 6 (1 self)
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In order to find a 2factor of a graph, there exist O(n 1.5) deterministic algorithm [7] and O(n³) randomized algorithm [14]. In this paper, we propose novel O(n log³ n log log n) algorithms to find a 2factor, if one exists, of a graph in which all n vertices have degree four or less. Such graphs are actually dual graphs of quadrilateral and tetrahedral meshes. A 2factor of such graphs implicitly defines a linear ordering of the mesh primitives in the form of strips. Further, by introducing a few additional primitives, we reduce the number of tetrahedral strips to represent the entire tetrahedral mesh, and represent the entire quadsurface using a single quadstrip.
Efficiently Generating Triangle Strips for Fast Rendering
, 1997
"... Almost all scientific visualization involving surfaces is currently done via triangles. The speed at which such triangulated surfaces can be displayed is crucial to interactive visualization and is bounded by the rate at which triangulated data can be sent to the graphics subsystem for rendering. Pa ..."
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Cited by 3 (1 self)
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Almost all scientific visualization involving surfaces is currently done via triangles. The speed at which such triangulated surfaces can be displayed is crucial to interactive visualization and is bounded by the rate at which triangulated data can be sent to the graphics subsystem for rendering. Partitioning polygonal models into triangle strips can significantly reduce rendering times over transmitting each triangle individually. In this paper, we present new and efficient algorithms for constructing triangle strips from partially triangulated models, and experimental results showing these strips are about 15% better than those from previous codes. Further, we prove that it is NPcomplete to find an optimal sequential triangulation. We also study the impact of larger buffer sizes and various queuing disciplines on the effectiveness of triangle strips. 1 Introduction Interactive display rates are crucial to exploratory scientific visualization and virtual reality. The speed of highpe...
Specific Selection of FFT Amplitudes from Audio Sports and News Broadcasting for Classification Purposes
"... In this paper we investigate the problem of classification between sports and news broadcasting. We detect and classify files that consist of speech and music or background noise (news broadcasting), and speech and a noisy background (sports broadcasting). More specifically, this study investigates ..."
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Cited by 2 (2 self)
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In this paper we investigate the problem of classification between sports and news broadcasting. We detect and classify files that consist of speech and music or background noise (news broadcasting), and speech and a noisy background (sports broadcasting). More specifically, this study investigates feature extraction and training and classification procedures. We compare the Average Magnitude Difference Function (AMDF) method, which we consider more robust to background noise, with a novel proposed method. This method uses several spectral audio features which may be considered as specific semantic information. We base the extraction of these features on the theory of computational geometry using an Onion Algorithm (OA). We tested the classification procedure as well as the learning ability of the two methods using a Learning Vector Quantizer One (LVQ1) neural network. The results of the experiment showed that the OA method has a faster learning procedure, which we characterise as an accurate feature extraction method for several audio cases.