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Surface Simplification Using Quadric Error Metrics
, 1997
"... Many applications in computer graphics require complex, highly detailed models. However, the level of detail actually necessary may vary considerably. To control processing time, it is often desirable to use approximations in place of excessively detailed models. We have developed a surface simplifi ..."
Abstract

Cited by 943 (12 self)
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Many applications in computer graphics require complex, highly detailed models. However, the level of detail actually necessary may vary considerably. To control processing time, it is often desirable to use approximations in place of excessively detailed models. We have developed a surface simplification algorithm which can rapidly produce high quality approximations of polygonal models. The algorithm uses iterative contractions of vertex pairs to simplify models and maintains surface error approximations using quadric matrices. By contracting arbitrary vertex pairs (not just edges), our algorithm is able to join unconnected regions of models. This can facilitate much better approximations, both visually and with respect to geometric error. In order to allow topological joining, our system also supports nonmanifold surface models. CR Categories: I.3.5 [Computer Graphics]: Computational Geometry and Object Modelingsurface and object representations Keywords: surface simplificatio...
Survey of Polygonal Surface Simplification Algorithms
, 1997
"... This paper surveys methods for simplifying and approximating polygonal surfaces. A polygonal surface is a piecewiselinear surface in 3D defined by a set of polygons ..."
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Cited by 192 (3 self)
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This paper surveys methods for simplifying and approximating polygonal surfaces. A polygonal surface is a piecewiselinear surface in 3D defined by a set of polygons
Multiresolution Representations for Surfaces Meshes
 In Proceedings of the SCCG
, 1997
"... We describe a method for constructing multi resolution models (MRM) of complex triangle meshes and show how these representations can be used to create view dependent adaptive approximations of triangle meshes on the fly with guaranteed approximation error. We use a modified onesided Hausdorff d ..."
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Cited by 27 (7 self)
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We describe a method for constructing multi resolution models (MRM) of complex triangle meshes and show how these representations can be used to create view dependent adaptive approximations of triangle meshes on the fly with guaranteed approximation error. We use a modified onesided Hausdorff distance as a geometrically meaningful error value between the original and the simplified mesh. Since this distance is parameterizationindependent, its use as error measure is superior to the use of the L 1 Norm between parameterized surfaces. The proposed multiresolution model supports progressive transmission, smooth geomorphing of different levels of detail approximations, mesh compression and selective error tolerance editing. Various examples demonstrate the excellent results that were achieved by this new method with triangle meshes from different application areas such as volume rendering, terrain modeling and the approximations of parameterized surfaces. CR Descriptors: ...
Data compression of multiresolution surfaces
 IN VISUALIZATION IN SCIENTIFIC COMPUTING ’98
, 1998
"... In this paper we introduce a new compressed representation for multiresolution models (MRM) of triangulated surfaces of 3Dobjects. Associated with the representation we present compression and decompression algorithms. Our representation allows us to extract the surface at variable resolution in ti ..."
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Cited by 15 (2 self)
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In this paper we introduce a new compressed representation for multiresolution models (MRM) of triangulated surfaces of 3Dobjects. Associated with the representation we present compression and decompression algorithms. Our representation allows us to extract the surface at variable resolution in time linear in the output size. It applies to MRMs generated by different simplification algorithms like local vertex deletion or edge and triangle collapse. The time required to transmit models over communication lines and the space needed to store the MRMs is significantly reduced.
Pattern vector based reduction of large multimodal data sets for fixed rate interactivity during visualization of multiresolution models
, 1998
"... ..."
Hierarchical Radiosity with Multiresolution Meshes
, 2000
"... The views and conclusions contained in this document are those of the authors and should not be interpreted as representing the official policies, either expressed or implied, of the National Science Foundation or the United States government. Keywords: global illumination, hierarchical radiosity, f ..."
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Cited by 5 (0 self)
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The views and conclusions contained in this document are those of the authors and should not be interpreted as representing the official policies, either expressed or implied, of the National Science Foundation or the United States government. Keywords: global illumination, hierarchical radiosity, face cluster hierarchies, multiresolution The hierarchical radiosity algorithm solves for the global transfer of diffuse illumination in a scene. While its potential algorithmic complexity is superior to both previous radiosity methods and distributed ray tracing, for scenes containing detailed polygonal models, or highly tessellated curved surfaces, its time performance and memory consumption are less than ideal. My thesis is that by using hierarchies similar to those of multiresolution models, the performance of the hierarchical radiosity algorithm can be made sublinear in the number of input polygons, and thus make radiosity on scenes containing detailed models tractable. The underlying goal of my thesis work has been to make highspeed radiosity solutions possible with such scenes. To achieve this goal, a new face clustering technique for automatically partitioning polygonal models has been developed. The face clusters produced
Abstract Surface Simplification Using Quadric Error Metrics
"... Many applications in computer graphics require complex, highly detailed models. However, the level of detail actually necessary may vary considerably. To control processing time, it is often desirable to use approximations in place of excessively detailed models. We have developed a surface simplifi ..."
Abstract
 Add to MetaCart
Many applications in computer graphics require complex, highly detailed models. However, the level of detail actually necessary may vary considerably. To control processing time, it is often desirable to use approximations in place of excessively detailed models. We have developed a surface simplification algorithm which can rapidly produce high quality approximations of polygonal models. The algorithm uses iterative contractions of vertex pairs to simplify models and maintains surface error approximations using quadric matrices. By contracting arbitrary vertex pairs (not just edges), our algorithm is able to join unconnected regions of models. This can facilitate much better approximations, both visually and with respect to geometric error. In order to allow topological joining, our system also supports nonmanifold surface models.
Surface Simplification Using Quadric Error Metrics
, 1997
"... Many applications in computer graphics require complex, highly detailed models. However, the level of detail actually necessary may vary considerably. To control processing time, it is often desirable to use approximations in place of excessively detailed models. We have developed a surface simplifi ..."
Abstract
 Add to MetaCart
Many applications in computer graphics require complex, highly detailed models. However, the level of detail actually necessary may vary considerably. To control processing time, it is often desirable to use approximations in place of excessively detailed models. We have developed a surface simplification algorithm which can rapidly produce high quality approximations of polygonal models. The algorithm uses iterative contractions of vertex pairs to simplify models and maintains surface error approximations using quadric matrices. By contracting arbitrary vertex pairs (not just edges), our algorithm is able to join unconnected regions of models. This can facilitate much better approximations, both visually and with respect to geometric error. In order to allow topological joining, our system also supports nonmanifold surface models. CR Categories: I.3.5 [Computer Graphics]: Computational Geometry and Object Modelingsurface and object representations Keywords: surface simplificatio...