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61
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. ..."
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Cited by 568 (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.
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 236 (12 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.
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 222 (6 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.
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
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 142 (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
, 1999
"... For twenty years, it has been clear that many datasets are excessively complex for applications such as realtime 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 118 (7 self)
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For twenty years, it has been clear that many datasets are excessively complex for applications such as realtime 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...
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 88 (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 78 (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.
Controlled Topology Simplification
 IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
, 1996
"... We present a simple,robust, and practical method for object simplification for applications where gradual elimination of high frequency details is desired. This is accomplished by converting an object into multiresolution volume rastersusing a controlled filtering and sampling technique.Amultiresol ..."
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Cited by 72 (7 self)
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We present a simple,robust, and practical method for object simplification for applications where gradual elimination of high frequency details is desired. This is accomplished by converting an object into multiresolution volume rastersusing a controlled filtering and sampling technique.Amultiresolution trianglemesh hierarchycan then be generated by applying the Marching Cubes algorithm. We f urther propose an adaptive surface generation algorithm to reduce the number of triangles generated by the standardMarching Cubes. Our method simplifies the topology of objects in a controlled fashion. In addition, at eachlevel of detail, multilayered meshes can be used for an efficient antialiased rendering.
Representation and Visualization of Terrain Surfaces at Variable Resolution
, 1997
"... We present a new approach for managing the multiresolution representation of discrete topographic surfaces. A Triangulated Irregular Network (TIN) representing the surface is built from sampled data by iteratively refining an initial triangulation that covers the whole domain. The refinement process ..."
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Cited by 69 (10 self)
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We present a new approach for managing the multiresolution representation of discrete topographic surfaces. A Triangulated Irregular Network (TIN) representing the surface is built from sampled data by iteratively refining an initial triangulation that covers the whole domain. The refinement process generates triangulations of the domain corresponding to increasingly finer approximations of the surface. Such triangulations are embedded into a structure in a three dimensional space. The resulting representation scheme encodes all intermediate representations that were generated during refinement. We propose a data structure and traversal algorithms that are oriented to the efficient extraction of approximated terrain models with an arbitrary precision, either constant or variable over the domain. 1. Introduction The search for multiresolution representation schemes has recently become very popular. Major applications involve generic surfaces embedded in 3D space 16;8;27 , terrains i...