| L. De Floriani, P. Magillo, and E. Puppo. Efficient implementation of Multi-Triangulations. In Proceedings IEEE Visualization '98, October 1998. |
....[25,36,44,70,81] Then at real time, an appropriate level of detail is selected based on various criteria such as distance from the user s viewpoint and screen space projection. Other systems use a multi resolution hierarchy, which encodes all the levels of detail, and is constructed off line [31, 37,50,51,64, 89]. Then at real time, the mesh adapts to the appropriate level of detail in a continuous, coherent manner. Overlapping Concurrent Tasks Another technique to improve the frame rates at runtime is to perform independent operations in parallel. Many systems use multi processor machines to overlap ....
L. De Floriani, P. Magillo, and E. Puppo. Efficient Implementation of Multi-Triangulation. Proceedings Visualization '98, 43--50. October 1998.
....our main approach to refinement, and follow with details of how to implement each of its components. A. Longest Edge Bisection There are two important classes of meshes used for viewdependent refinement: general, unstructured meshes (sometimes called triangulated irregular networks, or TINs) [8,13,44 46], and regular (or semi regular) meshes with subdivision connectivity [1 5, 9, 11] Whereas TINs have the potential to represent a surface with fewer triangles for a given error tolerance (see, for example, 5] for a quantitative analysis) the simplicity of regular subdivision hierarchies makes ....
Leila De Floriani, Paola Magillo, and Enrico Puppo, "Efficient implementation of multi-triangulations," in IEEE Visualization '98, David Ebert, Hans Hagen, and Holly Rushmeier, Eds., Research Triangle Park, North Carolina, Oct. 1998, pp. 43--50, IEEE.
....up to now can be classified in three main groups, according to their representation [Ribe02] Multi triangulation [Flor97] Pupp98] is a structure that constitutes a general framework for continuous multiresolution schemes. In spite of these characteristics, the implementation presented in [Flor98] is based on a vertex decimation method. Incremental representations [Hopp96] Pupo97] Hopp98] were mainly developed for application in progressive transmission and interactive visualization using approximations of uniform level of detail. Hierarchical representations [Xia96] Hopp97] ....
L. De Floriani, P. Magillo, E. Puppo, "Efficient implementation of multi-triangulations", Proceedings of IEEE Visualization '97, pp. 103 -- 110, 1997.
....in the hierarchy. Generalized view dependent rendering frameworks based on arbitrary vertex hierarchies are presented in [16] and [22] While not optimized for storage cost or rendering performance these generic approaches support a wide range of simplification operations. The method presented in [3] is based on simple vertex insertion and removal operations and provides a compact representation, however, at the expense of mesh update and rendering performance. Specialized view dependent terrain triangulations based on height field models are presented in [4, 11, 14] and [10] Besides [10] ....
....of external memory rendering framework proposed in [5] VDT) which uses 7.1 MB for the same model. With only about 60 bytes per vertex, XFM is also more efficient than the file based FastMesh format (FM) 19] the view dependent progressive meshes of [9] or the multitriangulation approach [3]. Much of this storage efficiency can be credited to packing incomplete blocks as described in Section 3.4. For the horse model, with 97K faces, XFastMesh generates 12231 blocks, with l = 4. Each block could potentially store 2 1 = 15 nodes. If the blocks were completely filled, we would have ....
L. De Floriani, P. Magillo, and E. Puppo. Efficient implementation of multitriangulations. In Proceedings IEEE Visualization 98, pages 43--50, 1998.
....levels of accuracy and complexity. More in detail, a multiresolution mesh is a model that can provide a high number (virtually, a continuous range) of meshes representing a single object at different resolutions. A general framework has been recently proposed, the Multi Triangulation (MT) [9, 8], which encompasses most of the approaches proposed in literature. This framework is based on the following considerations: ffl any multiresolution mesh can be built by means of local operations that progressively modify an initial mesh through either refinement or simplification; ffl local ....
L. De Floriani, P. Magillo, and E. Puppo, Efficient implementation of multi-triangulations, Proceedings IEEE Visualization 98 (Research Triangle Park, NC (USA)
....order # and produce the extracted mesh #. See Figure 6. Figure 6: A front in the lattice representation. We can abstract this level of detail operation as a geometric query, #, to the variable resolution structure # . This general query operation can be specified by the following parameters [4]. # An adaptation function: # # # # #### ##, that computes some measure over # to determine if a face # produced by a modification should be accepted or not. # A focus set: # # # # , that defines a region of interest where #### is evaluated. The answer to the query #, is the smallest ....
....real time visualization and interactive modeling. We remark that # could be either a mesh representing the whole surface, or a sub mesh containing just the elements inside the region of interest. In the first case, the query is called globally defined and in the second case, locally defined [4]. Adaptive mesh extraction is implemented through a selective mesh refinement procedure using the variable resolution structure [4, 16] This procedure can use a non incremental or an incremental algorithm. The non incremental algorithm is a specialization to 4 k meshes of the algorithms ....
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Leila De Floriani, Paola Magillo, and Enrico Puppo. Efficient implementation of multi-triangulations. IEEE Visualization '98, pages 43--50, October 1998. ISBN 0-8186-9176-X.
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L. De Floriani, P. Magillo, and E. Puppo. Efficient implementation of Multi-Triangulations. In Proceedings IEEE Visualization '98, October 1998.
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L. De Floriani, P. Magillo, and E. Puppo. Efficient implementation of multi-triangulation. In Proceedings Visualization '98, pages 43--50, October 1998.
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De Floriani, L., Magillo, P.,and Puppo, E. Efficient Implementation of Multi-Triangulations.Proceedings IEEE Visualization 98, Research Triangle Park, NC, USA, 1998.
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L. De Floriani, P. Magillo, and E. Puppo, "Efficient Implementation of Multi-Triangulations," Proc. IEEE Visualization '98, pp. 4350, 1998.
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L. De Floriani, P. Magillo, and E. Puppo. Efficient implementation of multi-triangulation. In H. Rushmeier D. Elbert and H. Hagen, editors, Proceedings Visualization '98, pages 43--50, October 1998.
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L. De Floriani, P. Magillo, and E. Puppo. Efficient implementation of multi-triangulation. In H. Rushmeier D. Elbert and H. Hagen, editors, Proceedings Visualization '98, pages 43--50, October 1998.
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L. De Floriani, P. Magillo, E. Puppo. 1998. Efficient Implementation of Multi-Triangulations. Proceedings IEEE Visualization 98, October.
No context found.
L. De Floriani, P. Magillo, and E. Puppo. Efficient Implementation of Multi-Triangulation. Proceedings Visualization '98, 43--50. October 1998.
No context found.
Leila De Floriani, Paola Magillo, and Enrico Puppo. Efficient implementation of multi-triangulations. IEEE Visualization '98, pages 43--50, October 1998. ISBN 0-8186-9176-X.
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