| J. Zarge W. Schroeder and W.E. Lorensen, "Decimation of triangle meshes," in Proc. ACM SIGGRAPH 92, July 1992, pp. 65--70. |
....This algorithm has already been successfully applied to the Visible Human CT data [13] Sets of voxels with the same index form a volume whose surface is to reconstructed. The Marching Cubes algorithm generates a triangle mesh with a large number of triangles. By applying the decimation method [11] provided by the Visualization Toolkit (VTK [12] the number of triangles can be considerably reduced. Triangles are stored as triangle strips, a compact representation in which triangles are connected edge to edge. Models formed of triangle strips are saved as compressed binary files. Marching ....
W.J. Shroeder, J.A. Zarge, W.E. Lorensen, "Decimation of Triangle Meshes", Proc. SIGGRAPH'92, Computer Graphics, Vol. 26, No 2, July 1992, 65-70 of 6
....that computes a sequence of progressively refineable meshes by successive application of an edge collapse operator. In combination with appropriate data structures [12] and error metrics [7] this method provides a very powerful representation for triangle meshes. Other popular methods comprise [20] who proposes a vertex removal strategy with a local remeshing method to successively simplify an initially dense mesh. In order to build such multiresolution mesh hierarchies efficiently, mesh fairing has often been used as a core technology to enhance the smoothness of a mesh. Unlike ....
W. J. Schrder, J. A. Zarge, and W. E. Lorensen. Decimation of triangle meshes. In E. E. Catmull, editor, Computer Graphics (SIG- GRAPH 92 Proceedings), volume 26, pages 6570, July 1992.
....high density. Surfaces reconstructed from an unnecessarily dense sample contain large numbers of triangles and thus become unwieldy for further processing such as graphic rendering or finite element analysis. A variety of algorithms have been proposed to simplify a piecewise linear surface [13, 17, 19, 23, 28, 30]. Most of these algorithms choose a subset of vertices, edges, or triangles for deletion so that the overall shape of the space delimited by the surface is maintained. The major concerns in such simplification strategies are to preserve topological and geometric features of the surface and avoid ....
W. Schroder, J. Zarge and W. Lorensen. Decimation of triangle meshes. Proc. SIGGRAPH 92, (1992), 65--70.
....Related Work Mesh simplification algorithms can broadly be classified into surface simplification, and volume simplification. Surface simplification techniques take a polygon mesh and attempt to build a new model with fewer polygons, whose surface deviates as little as possible from the original [2, 5, 6, 8]. Some methods require the surface to be resampled, so that the new model does not include vertices from the old. Most methods also require re meshing, so the new connections are not a subset of the old. Here we are interested mainly in volume simplification, where much less work has been done. ....
W. J. Schroder, J. A. Zarge, and W. E. Lorensen. Decimation of triangle meshes. In Proceedings of SIGGRAPH'92, volume 26, pages 65--60, July 1992.
.... based on fairness norm optimization [37, 24, 12, 38] are prohibitively expensive for very large surfaces a million vertices is not unusual in medical images , we decided to look for new algorithms with linear time and space complexity [31] Unless these large surfaces are first simplified [29, 13, 11], or re meshed using far fewer faces [35] methods based on patch technology, whether parametric [28, 22, 10, 20, 19] or implicit [1, 23] are not acceptable either. Although curvature 1 IBM T.J.Watson Research Center, P.O.Box 704, Yorktown Heights, NY 10598, taubin watson.ibm.com continuous, a ....
W.J. Shroeder, A. Zarge, and W.E. Lorensen. Decimation of triangle meshes. Computer Graphics, pages 65--70, 1992. (Proceedings SIGGRAPH'92).
....culling is not applicable. Among LOD algorithms are techniques that construct a triangular mesh that closely approximates a terrain surface while minimizing the number of triangles [22, 26, 28] adaptive subdivision to fit a set of polygons to a surface [5] and decimation to remove vertices[7, 24]. Approaches that decide when to use the simplified models include a method to maintain a minimum frame rate while providing the best possible image [7] using distance from the viewpoint as a decision metric [36] and using hybrid metric functions [11, 13] None of this work has addressed ....
Schroder, W., Zarge, J., Lorenson, W., "Decimation of Triangle Meshes," Computer Graphics, vol. 26, no. 2, pp. 65-70, 1992.
....[7] that computes a sequence of progressively refineable meshes by successive application of an edge collapse operator. In combination with appropriate data structures [8] and error metrics [4] this method provides a very powerful representation for triangle meshes. Other popular methods comprise [14] who proposes a vertex removal strategy with a local remeshing method to successively simplify an initially dense mesh. In order to efficiently build such multiresolution mesh hierarchies, mesh fairing has often been used as a core technology to enhance the smoothness of a mesh. Unlike ....
W. Schrder, J. Zarge, and W. Lorensen. "Decimation of triangle meshes." In SIGGRAPH 92 Conference Proceedings, Annual Conference Series, pages 65--70, July 1992.
....and topologic information is stored using a classic mesh representation. In the original paper Bonneau used the x y z , x y z L 2 R ( u v ETH Zrich, CS Technical Report #335, Institute of Scientific Computing, February 28, 2000 42 vertex removal scheme of W. Schroeder presented in [74]. Furthermore Bonneau never constructs the wavelet basis explicitly; instead he simply constructs the analysis and synthesis matrices that are then used in the filter bank algorithm. Consequently the properties of the basis functions are unknown. Computation of surface surface intersections: ....
....representations define a surface with a collection of vertices and polygons, usually triangles. This means that these representations only work with piecewise linear surfaces. In this section some of the better known representation will be described: W. Schroeder s vertex removal algorithm [74]. H. Hoppe s progressive meshes algorithm [43] M. Garland s and P. Heckbert s pair contraction algorithm [37] Li s compression of 3D models [47] Closely related to these representations are the papers that apply signal processing techniques to meshes with arbitrary connectivity that ....
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W. J. Schrder, J. A. Zarge, and W. E. Lorensen. "Decimation of triangle meshes." volume 26, pages 65--70, July 1992.
....[6] that computes a sequence of progressively refineable meshes by successive application of an edge collapse operator. In combination with appropriate data structures [7] and error metrics [4] this method provides a very powerful representation for triangle meshes. Other popular methods comprise [14] who proposes a vertex removal strategy with a local remeshing method to successively coarsify an initially dense mesh. In order to efficiently build such multiresolution mesh hierarchies, mesh fairing has often been used as a core technology to enhance the smoothness of a mesh. Unlike ....
W. Schrder, J. Zarge, and W. Lorensen. "Decimation of triangle meshes." In SIGGRAPH 92 Conference Proceedings, Annual Conference Series, pages 65--70, July 1992.
....discussed in detail and compared to our approach in Section 5. Besides these efficient interactive algorithms different strategies of an adaptive coarsening on triangular meshes, which run in a non interactive preparatory mode, have been presented by Turk [34] Hamann [17] and Schroeder et al. [28]. They are especially applicable if the same isosurface has to be drawn very frequently. Our approach picks up the hierarchical algorithm and combines it with an adaptive traversal in two and three dimensions. We present a new error indicator, which measures more properly discrete curvature of ....
Schroder, W.J.; Zarge, J.A.; Lorensen, W.E.: Decimation of Triangle Meshes, ACM Computer Graphics 25 (2), 65-70, 1992.
....which does not affect the 3D geometry, but influences the way it is shaded. 2 RELATED WORK Recent work in 3D compression may be divided into three categories: simplification, geometry encoding, and connectivity encoding. 2. 1 Polyhedral Simplification Polyhedral simplification techniques [14, 8, 4, 15, 9, 6] reduce the number of vertices in the mesh by altering the model s connectivity and by possibly adjusting the position of the remaining vertices to minimize the error produced by the simplification. These techniques target the generation of multiple levels of detail (LOD) for accelerated graphics ....
W.J. Shroeder, A. Zarge, and W.E. Lorensen. Decimation of triangle meshes. Computer Graphics (Proc. SIGGRAPH), pages 65--70, 1992.
....the amount of data that is rendered per frame, either by scene simplification or by visibilityculling. In scene simplification methods, less important objects (e.g. small, distant, or peripheral 2 objects) or object detail (e.g. texture) are not rendered or replaced by simpler objects [6] 11][16]. Our work belongs to the second approach of visibility culling which tries to reject objects that are certainly not visible, by using simple mechanisms. Familiar examples of this approach are clipping and backface culling [8] which are view dependent and have to be repeatedly computed, ....
Schroder W.J., Zarge J.A., and Lorensen W.E., "Decimation of Triangle Meshes", Computer Graphics, 26, 2, July 1992, pp. 65-70.
....the amount of data which is rendered per frame, either by scene simplification or by visibilityculling. In scene simplification methods, less important objects (e.g. small, distant, or peripheral objects) or object detail (e.g. texture) are not rendered or replaced by simpler objects [6] 10][15]. Our work belongs to the second approach of visibility culling which tries to reject objects that are certainly not visible, by using simple mechanisms. Familiar examples of this approach are clipping and backface culling [7] which are view dependent and have to be repeatedly computed, ....
Schroder W.J., Zarge J.A., and Lorensen W.E., "Decimation of Triangle Meshes", Computer Graphics, 26, 2, July 1992, pp. 65-70.
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J. Zarge W. Schroeder and W.E. Lorensen, "Decimation of triangle meshes," in Proc. ACM SIGGRAPH 92, July 1992, pp. 65--70.
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W. J. Schroder, J. Zarge, and W. E. Lorensen. Decimation of triangle meshes. Computer Graphics (Proc. SIGGRAPH '92), 26(2):65--70, July 1992.
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W.J. Schrder, J.A. Zarge and W.E. Lorensen. Decimation of Triangle Meshes, Computer Graphics (Proc. Siggraph'92), 26:65-70, July 1992.
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W. Schroder, J. Zarge and W. Lorensen. Decimation of triangle meshes. Proc. SIGGRAPH 92, (1992), 65--70.
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W. Schroder, J. Zarge, W. Lorensen, Decimation of triangle meshes , SIGGRAPH 92 Proc., 26(2), pp. 65-70, July 1992.
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SHROEDER,W.J.,ZARGE, A., AND LORENSEN, W. E. 1992. Decimation of triangle meshes. Comput. Graph. (Proc. SIGGRAPH) 65--70.
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Schroder WJ, Zarge JA, Lorensen WE (1992) Decimation of Triangle Meshes. Computer Graphics 26,2:65-70.
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