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91
Decimation of triangle meshes
 Computer Graphics (SIGGRAPH '92 Proceedings
, 1992
"... The polygon remains a popular graphics primitive for computer graphics application. Besides having a simple representation, computer rendering of polygons is widely supported by commercial graphics hardware and software. ..."
Abstract

Cited by 637 (2 self)
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The polygon remains a popular graphics primitive for computer graphics application. Besides having a simple representation, computer rendering of polygons is widely supported by commercial graphics hardware and software.
ROAMing Terrain: Realtime Optimally Adapting Meshes
, 1997
"... Terrain visualization is a difficult problem for applications requiring accurate images of large datasets at high frame rates, such as flight simulation and groundbased aircraft testing using synthetic sensor stimulation. On current graphics hardware, the problem is to maintain dynamic, viewdepend ..."
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Cited by 280 (10 self)
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Terrain visualization is a difficult problem for applications requiring accurate images of large datasets at high frame rates, such as flight simulation and groundbased aircraft testing using synthetic sensor stimulation. On current graphics hardware, the problem is to maintain dynamic, viewdependent triangle meshes and texture maps that produce good images at the required frame rate. We present an algorithm for constructing triangle meshes that optimizes flexible viewdependent error metrics, produces guaranteed error bounds, achieves specified triangle counts directly, and uses frametoframe coherence to operate at high frame rates for thousands of triangles per frame. Our method, dubbed Realtime Optimally Adapting Meshes (ROAM), uses two priority queues to drive split and merge operations that maintain continuous triangulations built from preprocessed bintree triangles. We introduce two additional performance optimizations: incremental triangle stripping and prioritycomputation deferral lists. ROAM execution time is proportionate to the number of triangle changes per frame, which is typically a few percent of the output mesh size, hence ROAM performance is insensitive to the resolution and extent of the input terrain. Dynamic terrain and simple vertex morphing are supported.
RealTime, Continuous Level of Detail Rendering of Height Fields
, 1996
"... We present an algorithm for realtime level of detail reduction and display of highcomplexity polygonal surface data. The algorithm uses a compact and efficient regular grid representation, and employs a variable screenspace threshold to bound the maximum error of the projected image. A coarse lev ..."
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Cited by 279 (14 self)
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We present an algorithm for realtime level of detail reduction and display of highcomplexity polygonal surface data. The algorithm uses a compact and efficient regular grid representation, and employs a variable screenspace threshold to bound the maximum error of the projected image. A coarse level of simplification is performed to select discrete levels of detail for blocks of the surface mesh, followed by further simplification through repolygonalization in which individual mesh vertices are considered for removal. These steps compute and generate the appropriate level of detail dynamically in realtime, minimizing the number of rendered polygons and allowing for smooth changes in resolution across areas of the surface. The algorithm has been implemented for approximating and rendering digital terrain models and other height fields, and consistently performs at interactive frame rates with high image quality.
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 225 (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
Fast Polygonal Approximation of Terrains and Height Fields
, 1995
"... Several algorithms for approximating terrains and other height fields using polygonal meshes are described, compared, and optimized. These algorithms take a height field as input, typically a rectangular grid of elevation data H(x; y), and approximate it with a mesh of triangles, also known as a tri ..."
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Cited by 162 (5 self)
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Several algorithms for approximating terrains and other height fields using polygonal meshes are described, compared, and optimized. These algorithms take a height field as input, typically a rectangular grid of elevation data H(x; y), and approximate it with a mesh of triangles, also known as a triangulated irregular network, or TIN. The algorithms attempt to minimize both the error and the number of triangles in the approximation. Applications include fast rendering of terrain data for flight simulation and fitting of surfaces to range data in computer vision. The methods can also be used to simplify multichannel height fields such as textured terrains or planar color images. The most successful method we examine is the greedy insertion algorithm. It begins with a simple triangulation of the domain and, on each pass, finds the input point with highest error in the current approximation and inserts it as a vertex in the triangulation. The mesh is updated either with Delaunay triangul...
Multiresolution modeling: Survey & future opportunities
 Proc. of the Eurographics ’99 – State of the Art Reports
, 1999
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Hierarchical Triangulation for Multiresolution Surface Description
 ACM Transactions on Graphics
, 1995
"... A new hierarchical trianglebased model for representing surfaces over sampled data is proposed, which is based on the subdivision of the surface domain into nested triangulations, called a Hierarchical Triangulation (HT). The model allows compression of spatial data and representation of a surface ..."
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Cited by 99 (16 self)
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A new hierarchical trianglebased model for representing surfaces over sampled data is proposed, which is based on the subdivision of the surface domain into nested triangulations, called a Hierarchical Triangulation (HT). The model allows compression of spatial data and representation of a surface at successively finer degrees of resolution. An HT is a collection of triangulations organized in a tree, where each node, except for the root, is a triangulation refining a face belonging to its parent in the hierarchy. We present a topological model for representing an HT, and algorithms for its construction and for the extraction of a triangulation at a given degree of resolution. The surface model, called a Hierarchical Triangulated Surface (HTS), is obtained by associating data values with the vertices of triangles, and defining suitable functions that describe the surface over each triangular patch. We consider an application of a piecewiselinear version of the HTS to interpolate topo...
On Levels of Detail in Terrains
, 1995
"... In many applications it is important that one can view a scene at different levels of detail. A prime example is flight simulation: a high level of detail is needed when flying low, whereas a low level of detail suffices when flying high. More precisely, one would like to visualize the part of the s ..."
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Cited by 82 (2 self)
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In many applications it is important that one can view a scene at different levels of detail. A prime example is flight simulation: a high level of detail is needed when flying low, whereas a low level of detail suffices when flying high. More precisely, one would like to visualize the part of the scene that is close at a high level of detail, and the part that is far away at a low level of detail. We propose a hierarchy of detail levels for a polyhedral terrain (or, triangulated irregular network) that allows this: given a view point, it is possible to select the appropriate level of detail for each part of the terrain in such a way that the parts still fit together continuously. The main advantage of our structure is that it uses the Delaunay triangulation at each level, so that triangles with very small angles are avoided. This is the first method that uses the Delaunay triangulation and still allows to combine different levels into a single representation.
BDAM – batched dynamic adaptive meshes for high performance terrain visualization
 Computer Graphics Forum
, 2003
"... This paper describes an efficient technique for outofcore rendering and management of large textured terrain surfaces. The technique, called Batched Dynamic Adaptive Meshes (BDAM) , is based on a paired tree structure: a tiled quadtree for texture data and a pair of bintrees of small triangular pa ..."
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Cited by 78 (15 self)
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This paper describes an efficient technique for outofcore rendering and management of large textured terrain surfaces. The technique, called Batched Dynamic Adaptive Meshes (BDAM) , is based on a paired tree structure: a tiled quadtree for texture data and a pair of bintrees of small triangular patches for the geometry. These small patches are TINs and are constructed and optimized offline with high quality simplification and tristripping algorithms. Hierarchical view frustum culling and viewdependent texture and geometry refinement is performed at each frame through a stateless traversal algorithm. Thanks to the batched CPU/GPU communication model, the proposed technique is not processor intensive and fully harnesses the power of current graphics hardware. Both preprocessing and rendering exploit outofcore techniques to be fully scalable and to manage large terrain datasets.
Controlled topology simplification
 IEEE Transactions on Visualization and Computer Graphics
, 1996
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