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Daniel Cohen-Or and Yishay Levanoni. Temporal continuity of levels of detail in delaunay triangulated terrain. In Proc. Visualization '96, pages 37--42. IEEE Comput. Soc. Press, 1996.

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Terrain Simplification Simplified: A General Framework for.. - Lindstrom, Pascucci (2002)   (3 citations)  (Correct)

....of several pixels is acceptable, then geomorphing can substantially improve the temporal quality with only a modest computational overhead. Morphing was first proposed for terrain surfaces by Ferguson et al. 12] Many view dependent methods have since incorporated morphing. Cohen Or et al. [13] proposed using transition zones, based on the distance to each vertex, to blend the geometry of Delaunay triangulated terrain. Such a distance based approach was also advocated by Pajarola [4] Willis and co workers described a similar technique that was used in the popular IRIS Performer visual ....

....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 ....

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Daniel Cohen-Or and Yishay Levanoni, "Temporal continuity of levels of detail in delaunay triangulated terrain," in IEEE Visualization '96, Roni Yagel and Gregory M. Nielson, Eds., San Francisco, California, Oct. 1996, pp. 37--42, IEEE.


A Faster Technique For Rendering Meshes In Multiple Display Systems - Hand (2002)   (Correct)

....between the two models mapped to approximately one pixel of screen space, making the difference almost unnoticeable. Unfortunately, this was rarely the case and popping became a serious issue. Daniel Cohen Or and Yishay Levanoni developed a 3 method of overcoming this using geomorphing [3]. Taking two different meshes, generated through delaunay triangulation, they could slowly insert and remove triangles to give the impression of a smooth transition. Unfortunately, this still required a lengthy out of core process to generate the triangulated meshes. That same year, Hoppe [4] ....

Daniel Cohen-Or and Yishay Levononi. Temporal continuity of levels of detail in delaunay triangulated terrain. In Proc. Visualization 96, pages 37-42. IEEE Computing Society Press, 1996.


Smooth View-Dependent Rendering in Animations - Friedrich, Polthier, Schmies (1999)   (Correct)

....temporal error against a geometric error, respectively vice versa. For an overview of keyframe animations we refer to the book [13] and its detailed bibliography. A different method avoiding popping artifacts is based on image blending which softens the difference between two levels of detail [15][5]. In section 2 we review the technique of interpolating triangle based hierarchies for different, adaptive refined meshes, which is the basis for the interpolation between view dependent scene with varying mesh representations. In section 4 we discuss the extrapolation of camera positions in ....

Daniel Cohen-Or and Yishay Levaloni. Temporal continuity of levels of detail in delaunay triangulated terrain. In Roni Yagel and Gregory M. Nielson, editors, Proceedings Visualization '96, pages 37--41. IEEE Computer Society Press, October 1996.


ROAMing Terrain: Real-time Optimally Adapting Meshes - Duchaineau, Wolinsky.. (1997)   (68 citations)  (Correct)

....and positions. The ROAM architecture efficiently supports this philosophy, and thus ensures consistency through correctness. 2 RELATED WORK A general treatment of multiresolution LOD control is presented by Heckbert and Garland [8] while more specific surveys and references can be found in [3, 11, 19]. Triangle stripping cost models and techniques are presented by Evans et al. 5] Greedy algorithms have been applied to terrain triangulation in the non realtime, nonview dependent setting [6, 15, for example] A general treatment of subdivision surfaces and conversions from irregular meshes is ....

Daniel Cohen-Or and Yishay Levanoni. Temporal continuity of levels of detail in delaunay triangulated terrain. In Proc. Visualization '96, pages 37--42. IEEE Comput. Soc. Press, 1996.


Adaptive Projection Operators in Multiresolution Scientific.. - Ohlberger, Rumpf (1998)   (6 citations)  (Correct)

....of the typically moving viewpoint is resolved finer than in outer areas. Errors are measured in the L 1 norm, respectively in pixels in image space. Gross and Staadt [25] consider a wavelet compressed data representation and use wavelet coefficients as an error indicator. Cohen Or and Levanoni [12] study continuous level of detail rendering in case of Delaunay triangulated terrain. For arbitrary triangular surfaces, e.g. isosurfaces in numerical data fields, surfaces generated by some 3D scanning process, or shapes in geometric modeling, adaptive coarsening strategies have been presented ....

D. Cohen-Or and Y. Levanoni. Temporal continuity of levels of detail in delaunay triangulated terrain. In Proceedings Visualization, 1996.


Smooth View-Dependent Rendering in Animations - Friedrich, Polthier, Schmies (1999)   (Correct)

....temporal error against a geometric error, respectively vice versa. For an overview of keyframe animations we refer to the book [13] and its detailed bibliography. A different method avoiding popping artifacts is based on image blending which softens the difference between two levels of detail [15][5]. In section 2 we review the technique of interpolating triangle based hierarchies for different, adaptive refined meshes, which is the basis for the interpolation between view dependent scene with varying mesh representations. In section 4 we discuss the extrapolation of camera positions in ....

Daniel Cohen-Or and Yishay Levaloni. Temporal continuity of levels of detail in delaunay triangulated terrain. In Roni Yagel and Gregory M. Nielson, editors, Proceedings Visualization '96, pages 37--41. IEEE Computer Society Press, October 1996.


Smooth View-Dependent Level-of-Detail Control and its Application.. - Hoppe (1998)   (62 citations)  (Correct)

....subdivision structure constrains both vertex locations and face connectivities. As a result, the approximations may be far from optimal when one considers the space of all possible triangulations of the domain. Several methods use Delaunay triangulation to develop multiresolution hierarchies [2, 5]. In particular, Cohen Or and Levanoni [5] support on line view dependent LOD with temporal coherence, but must resort to two stage geomorphs. Compared to quadtrees and bintrees, these methods allow more general distribution of vertices over the domain. However, the mesh connectivities are again ....

....locations and face connectivities. As a result, the approximations may be far from optimal when one considers the space of all possible triangulations of the domain. Several methods use Delaunay triangulation to develop multiresolution hierarchies [2, 5] In particular, Cohen Or and Levanoni [5] support on line view dependent LOD with temporal coherence, but must resort to two stage geomorphs. Compared to quadtrees and bintrees, these methods allow more general distribution of vertices over the domain. However, the mesh connectivities are again constrained, in this case by the Delaunay ....

Cohen-Or, D., and Levanoni, Y. Temporal continuity of levels of detail in Delaunay trianulated terrain. In Visualization '96 Proceedings (1996), IEEE, pp. 37--42.


Selective Mesh Refinement For Interactive Terrain Rendering - Brown (1997)   (1 citation)  (Correct)

....i ) and MorphRefine(R i ) which perform a smooth geometric transition between the post refinement triangles of operation R i and the prerefinement triangles of R i , and the reverse, respectively. A method of implementing such functions was described by Cohen Or and Levanoni [COL96] Discrete and scalar attributes associated with the triangles could be interpolated in a similar fashion to that described by Hoppe [Hop96] for the Progressive Mesh approximation format. The functions MorphCoarsen( and MorphRefine( can only be invoked if all of the triangles which are the ....

....from our selective refinement process in that it combines the region expansion and surface extraction steps. This prevents any further operations on the set of expanded regions, such as the above geomorphing technique. Puppo does not present an implementation of his theory. Cohen Or and Levanoni [COL96] also describe an approach to selective mesh refinement which is based on merging triangulated subsets of the domain from different levels of detail, and they tackle the temporal continuity problem. They combine De Berg and Dobrindt s work [dD95] with a tree structure to represent the overlaps ....

Daniel Cohen-Or and Yishay Levanoni. Temporal continuity of levels of detail in Delaunay triangulated terrain. In 7th IEEE Visualization Conference. IEEE, October 1996.


Interactive Display of Surfaces Using Subdivision.. - Duchaineau.. (2001)   (1 citation)  (Correct)

No context found.

Daniel Cohen-Or and Yishay Levanoni. Temporal continuity of levels of detail in delaunay triangulated terrain. In Proc. Visualization '96, pages 37--42. IEEE Comput. Soc. Press, 1996.


Hardware Accelerated Terrain Rendering by Adaptive Slicing - Rottger, Ertl (2001)   (Correct)

No context found.

Daniel Cohen-Or and Yishay Levanoni. Temporal Continuity of Levels of Detail in Delaunay Triangulated Terrain. In Proceedings of Visualization '96, pages 37--42. IEEE Computer Society Press, October 1996.


Terrain Decimation through Quadtree Morphing - Cline, Egbert (2001)   (1 citation)  (Correct)

No context found.

Daniel Cohen-Or and Yishay Levanoni. Temporal Continuity of Levels of Detail in Delaunay Triangulation. In IEEE Visualization, pages 37--42, 1996.


BDAM - Batched Dynamic Adaptive Meshes for High.. - Cignoni.. (2003)   (Correct)

No context found.

Daniel Cohen-Or and Yishay Levanoni. Temporal continuity of levels of detail in delaunay triangulated terrain. In IEEE Visualization '96. IEEE, October 1996. ISBN 0-89791-864-9. 2


Interactive Display of Surfaces Using Subdivision.. - Duchaineau.. (2001)   (1 citation)  (Correct)

No context found.

Daniel Cohen-Or and Yishay Levanoni. Temporal continuity of levels of detail in delaunay triangulated terrain. In Proc. Visualization '96, pages 37--42. IEEE Comput. Soc. Press, 1996.

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