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125
A survey of freeform object representation and recognition techniques
 Computer Vision and Image Understanding
, 2001
"... Advances in computer speed, memory capacity, and hardware graphics acceleration have made the interactive manipulation and visualization of complex, detailed (and therefore large) threedimensional models feasible. These models are either painstakingly designed through an elaborate CAD process or re ..."
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Cited by 200 (1 self)
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Advances in computer speed, memory capacity, and hardware graphics acceleration have made the interactive manipulation and visualization of complex, detailed (and therefore large) threedimensional models feasible. These models are either painstakingly designed through an elaborate CAD process or reverse engineered from sculpted prototypes using modern scanning technologies and integration methods. The availability of detailed data describing the shape of an object offers the computer vision practitioner new ways to recognize and localize freeform objects. This survey reviews recent literature on both the 3D model building process and techniques used to match and identify freeform objects from imagery. c ○ 2001 Academic Press 1.
A Developer's Survey of Polygonal Simplification Algorithms
 IEEE COMPUTER GRAPHICS AND APPLICATIONS
, 2001
"... Polygonal simplification, a.k.a. level of detail, is an important tool for anyone doing interactive rendering, but how is a developer to choose among the dozens of published algorithms? This article surveys the field from a developer's point of view, attempting to identify the issues in picking ..."
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Cited by 157 (2 self)
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Polygonal simplification, a.k.a. level of detail, is an important tool for anyone doing interactive rendering, but how is a developer to choose among the dozens of published algorithms? This article surveys the field from a developer's point of view, attempting to identify the issues in picking an algorithm, relate the strengths and weaknesses of different approaches, and describe a number of published algorithms as examples.
ImageDriven Simplification
, 2000
"... We introduce the notion of imagedriven simplification, a framework that uses images to decide which portions of a model to simplify. This is a departure from approaches that make polygonal simplification decisions based on geometry. As with many methods, we use the edge collapse operator to make ..."
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Cited by 100 (5 self)
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We introduce the notion of imagedriven simplification, a framework that uses images to decide which portions of a model to simplify. This is a departure from approaches that make polygonal simplification decisions based on geometry. As with many methods, we use the edge collapse operator to make incremental changes to a model. Unique to our approach, however, is the use of comparisons between images of the original model against those of a simplified model to determine the cost of an edge collapse. We use common graphics rendering hardware to accelerate the creation of the required images. As expected, this method produces models that are close to the original model according to image differences. Perhaps more surprising, however, is that the method yields models that have high geometric fidelity as well. Our approach also solves the quandary of how to weight the geometric distance versus appearance properties such as normals, color and texture. All of these tradeoffs are ba...
Adaptive TetraPuzzles: Efficient OutofCore Construction and Visualization of Gigantic Multiresolution Polygonal Models
 ACM Transactions on Graphics
, 2004
"... We describe an efficient technique for outofcore construction and accurate viewdependent visualization of very large surface models. The method uses a regular conformal hierarchy of tetrahedra to spatially partition the model. Each tetrahedral cell contains a precomputed simplified version of the ..."
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Cited by 83 (32 self)
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We describe an efficient technique for outofcore construction and accurate viewdependent visualization of very large surface models. The method uses a regular conformal hierarchy of tetrahedra to spatially partition the model. Each tetrahedral cell contains a precomputed simplified version of the original model, represented using cache coherent indexed strips for fast rendering. The representation is constructed during a finetocoarse simplification of the surface contained in diamonds (sets of tetrahedral cells sharing their longest edge). The construction preprocess operates outofcore and parallelizes nicely. Appropriate boundary constraints are introduced in the simplification to ensure that all conforming selective subdivisions of the tetrahedron hierarchy lead to correctly matching surface patches. For each frame at runtime, the hierarchy is traversed coarsetofine to select diamonds of the appropriate resolution given the view parameters. The resulting system can interatively render high quality views of outofcore models of hundreds of millions of triangles at over 40Hz (or 70M triangles/s) on current commodity graphics platforms.
About Surface Remeshing
"... In this paper, we present a general scheme suitable to optimize an arbitrary given surface triangulation representing a piecewise linear approximation of an underlying surface geometry. The proposed approach is based on two steps related to i) the extraction of a geometric mesh (based on a simplific ..."
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Cited by 53 (11 self)
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In this paper, we present a general scheme suitable to optimize an arbitrary given surface triangulation representing a piecewise linear approximation of an underlying surface geometry. The proposed approach is based on two steps related to i) the extraction of a geometric mesh (based on a simplification procedure), ii) the optimization of this mesh with respect to the model geometry as well as to the element shape quality (for finite element computations). This last stage involves the creation of a geometric (G¹ continuous) support that de nes an adequate approximation of the underlying surface and the definition of a geometric (curvaturebased) metric. Details about the construction of the metric and the de nition of a proper simplification "enveloppe" are provided. Examples of surface mesh simplification are given to illustrate the various stages of the proposed approach.
Texturing Techniques for Terrain Visualization
, 2000
"... We present a new rendering technique for processing multiple multiresolution textures of LOD terrain models and describe its application to interactive, animated terrain content design. The approach is based on a multiresolution model for terrain texture which cooperates with a multiresolution model ..."
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Cited by 43 (6 self)
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We present a new rendering technique for processing multiple multiresolution textures of LOD terrain models and describe its application to interactive, animated terrain content design. The approach is based on a multiresolution model for terrain texture which cooperates with a multiresolution model for terrain geometry. For each texture layer, an image pyramid and a texture tree are constructed. Multiple texture layers can be associated with one terrain model and can be combined in different ways, e.g., by blending and masking. The rendering algorithm traverses simultaneously the geometry multiresolution model and the texture multiresolution model, and takes into account geometric and texture approximation errors. It uses multipass rendering and exploits multitexturing to achieve realtime performance. Applications include interactive texture lenses, texture animation, and topographic textures. These techniques offer an enormous potential for developing new visualization applications...
Quadricbased simplification in any dimension
 ACM TRANS GRAPH
, 2005
"... We present a new method for simplifying simplicial complexes of any type embedded in Euclidean spaces of any dimension. At the heart of this system is a novel generalization of the quadric error metric used in surface simplification. We demonstrate that our generalized simplification system can pr ..."
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Cited by 42 (3 self)
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We present a new method for simplifying simplicial complexes of any type embedded in Euclidean spaces of any dimension. At the heart of this system is a novel generalization of the quadric error metric used in surface simplification. We demonstrate that our generalized simplification system can produce high quality approximations of plane and space curves, triangulated surfaces, and tetrahedralized volume data. Our method is both efficient and easy to implement. It is capable of processing complexes of arbitrary topology, including nonmanifolds, and can preserve intricate boundaries.
Simplification and Compression of 3D Meshes
 In Proceedings of the European Summer School on Principles of Multiresolution in Geometric Modelling (PRIMUS
, 1998
"... We survey recent developments in compact representations of 3D mesh data. This includes: Methods to reduce the complexity of meshes by simplification, thereby reducing the number of vertices and faces in the mesh; Methods to resample the geometry in order to optimize the vertex distribution; Methods ..."
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Cited by 35 (6 self)
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We survey recent developments in compact representations of 3D mesh data. This includes: Methods to reduce the complexity of meshes by simplification, thereby reducing the number of vertices and faces in the mesh; Methods to resample the geometry in order to optimize the vertex distribution; Methods to compactly represent the connectivity data (the graph structure defined by the edges) of the mesh; Methods to compactly represent the geometry data (the vertex coordinates) of a mesh.
Isotropic Surface Remeshing
, 2003
"... This paper proposes a new method for isotropic remeshing of triangulated surface meshes. Given a triangulated surface mesh to be resampled and a userspecified density function defined over it, we first distribute the desired number of samples by generalizing error diffusion, commonly used in image ..."
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Cited by 35 (3 self)
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This paper proposes a new method for isotropic remeshing of triangulated surface meshes. Given a triangulated surface mesh to be resampled and a userspecified density function defined over it, we first distribute the desired number of samples by generalizing error diffusion, commonly used in image halftoning, to work directly on mesh triangles and feature edges. We then use the resulting sampling as an initial configuration for building a weighted centroidal Voronoi tessellation in a conformal parameter space, where the specified density function is used for weighting. We finally create the mesh by lifting the corresponding constrained Delaunay triangulation from parameter space. A precise control over the sampling is obtained through a flexible design of the density function, the latter being possibly lowpass filtered to obtain a smoother gradation. We demonstrate the versatility of our approach through various remeshing examples.
Progressive Meshes for Large Models of Arbitrary Topology
, 2000
"... Recent advances in 3D scanning have made it feasible to generate highly detailed models containing hundreds of millions of triangles. One popular approach for rendering complex models is to use varying levels of detail (LOD). In particular, the progressive mesh (PM) has proven to be an effective dat ..."
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Cited by 30 (0 self)
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Recent advances in 3D scanning have made it feasible to generate highly detailed models containing hundreds of millions of triangles. One popular approach for rendering complex models is to use varying levels of detail (LOD). In particular, the progressive mesh (PM) has proven to be an effective data structure for representing meshes with LOD control. However, progressive meshes can be time consuming to generate, and the model being processed must fit entirely into main memory during simplification and rendering. When models contain hundreds of millions of faces, these issues can make it unreasonable to use PMs. We describe a system for generating and rendering progressive meshes for large models of arbitrary topology. By using hierarchical simplification and various optimizations (when creating a PM), and by using partial array loading (when rendering a PM), we are able to create and view progressive mesh representations of large models. In addition to describing the details of our system, we present the limitations of our current implementation, and we demonstrate some promising results. 1