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A volumetric method for building complex models from range images,”

by Brian Curless , Marc Levoy - in Proceedings of the 23rd annual conference on Computer graphics and interactive techniques. ACM, , 1996
"... Abstract A number of techniques have been developed for reconstructing surfaces by integrating groups of aligned range images. A desirable set of properties for such algorithms includes: incremental updating, representation of directional uncertainty, the ability to fill gaps in the reconstruction, ..."
Abstract - Cited by 1020 (17 self) - Add to MetaCart
Abstract A number of techniques have been developed for reconstructing surfaces by integrating groups of aligned range images. A desirable set of properties for such algorithms includes: incremental updating, representation of directional uncertainty, the ability to fill gaps in the reconstruction

ROAMing Terrain: Real-time Optimally Adapting Meshes

by Mark Duchaineau , Murray Wolinsky, David E. Sigeti, Mark C. Miller , Charles Aldrich, Mark B. Mineev-Weinstein , 1997
"... Terrain visualization is a difficult problem for applications requiring accurate images of large datasets at high frame rates, such as flight simulation and ground-based aircraft testing using synthetic sensor stimulation. On current graphics hardware, the problem is to maintain dynamic, view-depend ..."
Abstract - Cited by 287 (10 self) - Add to MetaCart
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

View-Dependent Refinement of Progressive Meshes

by Hugues Hoppe
"... Level-of-detail (LOD) representations are an important tool for realtime rendering of complex geometric environments. The previously introduced progressive mesh representation defines for an arbitrary triangle mesh a sequence of approximating meshes optimized for view-independent LOD. In this paper, ..."
Abstract - Cited by 459 (5 self) - Add to MetaCart
Level-of-detail (LOD) representations are an important tool for realtime rendering of complex geometric environments. The previously introduced progressive mesh representation defines for an arbitrary triangle mesh a sequence of approximating meshes optimized for view-independent LOD. In this paper

Optimizing Triangle Strips for Fast Rendering

by Francine Evans, Steven Skiena, Amitabh Varshney , 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 ..."
Abstract - Cited by 127 (4 self) - Add to MetaCart
. Partitioning polygonal models into triangle strips can significantly reduce rendering times over transmitting each triangle individually.

Interactive Multi-Resolution Modeling on Arbitrary Meshes

by Leif Kobbelt , Swen Campagna, Jens Vorsatz, Hans-Peter Seidel , 1998
"... During the last years the concept of multi-resolution modeling has gained special attention in many fields of computer graphics and geometric modeling. In this paper we generalize powerful multiresolution techniques to arbitrary triangle meshes without requiring subdivision connectivity. Our major o ..."
Abstract - Cited by 307 (34 self) - Add to MetaCart
During the last years the concept of multi-resolution modeling has gained special attention in many fields of computer graphics and geometric modeling. In this paper we generalize powerful multiresolution techniques to arbitrary triangle meshes without requiring subdivision connectivity. Our major

Tunneling for Triangle Strips in Continuous Level-of-Detail Meshes

by A. James Stewart , 2001
"... This paper describes a method of building and maintaining a good set of triangle strips for both static and continuous level--of--detail (CLOD) meshes. For static meshes, the strips are better than those computed by the classic SGI and STRIPE algorithms. For CLOD meshes, the strips are maintained in ..."
Abstract - Cited by 20 (0 self) - Add to MetaCart
This paper describes a method of building and maintaining a good set of triangle strips for both static and continuous level--of--detail (CLOD) meshes. For static meshes, the strips are better than those computed by the classic SGI and STRIPE algorithms. For CLOD meshes, the strips are maintained

Triangle Strip Compression

by Martin Isenburg , 2000
"... In this paper we introduce a simple and efficient scheme for encoding the connectivity and the stripification of a triangle mesh. Since generating a good set of triangle strips is a hard problem, it is desirable to do this just once and store the computed strips with the triangle mesh. However, no p ..."
Abstract - Cited by 30 (3 self) - Add to MetaCart
In this paper we introduce a simple and efficient scheme for encoding the connectivity and the stripification of a triangle mesh. Since generating a good set of triangle strips is a hard problem, it is desirable to do this just once and store the computed strips with the triangle mesh. However

Hierarchical Generalized Triangle Strips

by Luiz Velho , Luiz Henrique De Figueiredo , Jonas Gomes
"... This paper introduces a new refinement method for computing triangle sequences of a mesh. We apply the method to construct a single generalized triangle strip that completely covers a parametric or implicit surface. A remarkable feature of this application is that, our method generates the triangula ..."
Abstract - Cited by 15 (2 self) - Add to MetaCart
This paper introduces a new refinement method for computing triangle sequences of a mesh. We apply the method to construct a single generalized triangle strip that completely covers a parametric or implicit surface. A remarkable feature of this application is that, our method generates

Multiresolution Triangle Strips

by ÓBelmonte, Ó. Belmonte, I. Remolar, J. Ribelles, M. Chover, C. Rebollo, M. Fernández - In Proceedings IASTED Invernational Conference on Visualization, Imaging and Image Processing (VIIP 2001 , 2001
"... Most of the previous multiresolution models use exclusively the triangle graphic primitive both in the data structure and in the rendering stage. Only a few models use another graphic primitive in this rendering process and just one uses the triangle fan as the basic primitive of the model. In this ..."
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. In this paper we present the first multiresolution model, Multiresolution Triangle Strips, that uses the triangle strip in the data structure and in the rendering stage. Each triangle strip is represented as a graph and all levels-of-detail of this strip are stored in it. The extraction algorithm traverses

Triangle Strips For Fast Rendering

by Petr Vaněček , 2004
"... Triangle surface models are nowadays most often types of geometric objects description in computer graphics. Therefore, the problem of fast visualization of this type of data is often being solved. The speed of high performance rendering engines is usually bounded by the rate at which triangulated d ..."
Abstract - Cited by 1 (0 self) - Add to MetaCart
of triangles, called triangle strip. This work presents an overview and a comparison of existing stripification methods. It also introduces a new stripification algorithm for terrain models based on Delaunay triangulation that can be modified to handle LOD. Finally an outlook for the future work is sketched
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