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K-L. Low and T.S.Tan, "Model Simplification using vertex clustering", Proc. Symp. Interactive 3D Graphics, ACM Press, NY, pp. 75-82, 1997.

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SwingWrapper: Retiling Triangle Meshes for Better.. - Attene.. (2003)   (3 citations)  (Correct)

....some error metrics or on characteristics such as the surface curvature, then the selected element is eliminated and the influenced region is re triangulated. Most of these simplification techniques are particular versions of vertex clustering. The simplest and most efficient vertex clustering, 31][32] overlays a 3D grid on the model and collapses all vertices within each cell of the grid to the single most important vertex within the cell. Some simplification techniques provide a bound or an estimate on the error between the simplified and the original models [30] 35] Evaluating the ....

K-L. Low and T.S.Tan, "Model Simplification using vertex clustering", Proc. Symp. Interactive 3D Graphics, ACM Press, NY, pp. 75-82, 1997.


Simplification of Tetrahedral Meshes by Scalar Value Assignment - Sezer (2002)   (Correct)

....and the size of the faces they are attached to. Quality of the approximation depends on the resolution of the grid as well as the regularity of the mesh. Although this method is very fast, it is not adaptive, meaning that simplification occurs at the same level over the entire mesh. Low and Tan [13] improved the method of [18] by introducing the floating cell algorithm. In their method, a cell of specified size is centered on the most importantvertex, all the vertices within the cell are merged into the center vertex, the mesh is modified accordingly, and the process is repeated with the ....

....algorithm. In their method, a cell of specified size is centered on the most importantvertex, all the vertices within the cell are merged into the center vertex, the mesh is modified accordingly, and the process is repeated with the next most important cell. The algorithms of [18] and [13] as well as their variations developed later are very fast and can be applied to arbitrary polygonal meshes. However, since the vertex clustering algorithms do not preserve topology of the mesh, the quality of the resulting meshes are poor. In [7] it is pointed out that clustering methods can be ....

K.-L. Low and T.-S. Tan. Model simplification using vertex clustering. In Proc. 1997.


Progressive Gap Closing for Mesh Repairing - Borodin, Novotni, Klein (2002)   (Correct)

....there is an extensive amount of literature on this topic. However, we are interested only in methods allowing topology changes during the process. The vertex clustering family of methods has been introduced by Rossignac and Borrel [13] and has been reftned in numerous more recent works (see e.g. [8]) The algorithms of this family essentially proceed by applying a 3D grid to the object and for each cell contracting all the vertices inside the cell. Although the degenerate faces are subsequently removed, it is difficult to influence the fidelity of the result due to lack of control over ....

Kok-Lim Low and Tiow Seng Tan. Model simplification using vertexclustering. In Symposium on Interactive 3D Graphics, pages 75-82, 188, 1997.


Efficient Adaptive Simplification of Massive Meshes - Shaffer, Garland (2001)   (8 citations)  (Correct)

....a vertex set using cells defined by a rectilinear grid. A representative vertex is synthesized for each cell. When triangles from the original mesh are mapped onto these new vertices, many faces degenerate into points or lines and are discarded, thereby simplifying the model. Low and Tan [19] proposed an adaptive variant of this technique, called floating cell clustering, which ranks the vertices of a model by importance and iterates over the vertex set. In each iteration, a cell of user specified size is centered on the most important vertex and all vertices falling within that cell ....

Kok-Lim Low and Tiow-Seng Tan. Model simplification using vertex-clustering. In


Model Simplification Through Refinement - Brodsky, Watson (2000)   (9 citations)  (Correct)

....Finally, for interactive display it would be useful if the algorithm produced a continuous level of detail hierarchy instead of several discrete levels of detail. Most existing simplification algorithms are far too slow to be used in interactive applications. Some vertex clustering algorithms [14, 18] are very fast, but control of output quality and size is quite poor. Moreover this output is difficult to refine and to organize into a continuous level of detail hierarchy. Our algorithm, R Simp, was inspired by splitting algorithms from the vector quantization literature [6] The algorithm ....

....common alternatives) Only a linear pass through the vertices is required to simplify the surface. The result is an extremely fast algorithm that produces poor simplifications. He et al. [7] proposed a similar and slower algorithm that makes use of a low pass three dimensional filter. Low and Tan [14] developed a vertex clustering algorithm that non uniformly subdivided the model s volume. Cells are centred on the most important vertices in the model. The simplification algorithms taking the pruning approach are generally not as fast as the product code algorithms, but they produce better ....

Kok-Lim Low and Tiow-Seng Tan. Model simplification using vertex-clustering. In 1997 Symposium on Interactive 3D Graphics, pages 75--82, April 1997.


Semiautomatic Simplification - Li, Watson (2001)   (2 citations)  (Correct)

....and traverse a simplification hierarchy during simplification cannot easily be used with semisimp, though they might conceivably produce hierarchy by being chained to simplify previously simplified output. These include vertex clustering algorithms by Rossignac and Borrel [16] and Low and Tan [13], face merging algorithms [8,11] Turk s retiling algorithm [18] and the simplification envelopes algorithm [3] Some semisimp functions make use of certain components of the greedy search paradigm (see below for details) In particular, semisimp makes use of the simplification filter and error ....

K. Low & T. Tan. Model simplification using vertex clustering. Symposium on Interactive 3D Graphics, pp. 75-82.


Octree-based Simplifications of Polyhedral Solids - Gran (1999)   (1 citation)  (Correct)

....consists in grouping nearby vertices in groups called clusters. All vertices inside a cluster are replaced by a single vertex, called cluster representant. These replacements cause many edges and faces to collapse. Repeated collapsed entities are removed. This strategy is adopted e.g. in [RB93] Tan97] and [Red96] ffl incremental face reduction Incremental face reduction (also known as decimation) works by the iterative elimination of geometric entities through a local reduction operator chosen upon local geometric optimality criteria. Local reduction operators are the basis of the majority ....

.... : Terrain [SR94] PM92] Mesh simplif 8 : Bottom up: Vel93] Clustering: RB93] Red96] Tan97] GH97] Incremental 8 : vertex: SZL92] Cea96] SL96] edge: Gue96] RR96] AS96] HDD 93] Hop96] Hop97] PH97] face: Ham94] faces: DZ91] KCHN91] HH93] KT96] KT93] edge flip: CCMS97] BBCS96] Re tiling: Tur92] Wavelets: ....

[Article contains additional citation context not shown here]

Kok-Lim Low Tiow-Seng Tan. Model simplification using vertex-clustering (color plate S. 188). In Proceedings of the Symposium on Interactive 3D Graphics, pages 75--82, New York, April27--30 1997. ACM Press.


Out-of-Core Simplification of Large Polygonal Models - Lindstrom (2000)   (31 citations)  (Correct)

.... of the underlying grid, Low and Tan devised a method that uses floating cells constructed by sorting the vertices on their importance, and then iteratively letting the most important vertex be the center of a new cluster that absorbs all vertices within an arbitrarily shaped cell volume [9]. While providing higher quality results, one drawback of this approach is that it requires sorting the vertices, which is generally an O(n log n) procedure, compared to the O(n) running time for Rossignac and Borrel s original scheme. The edge collapse operator has been used extensively in ....

....simplifications of the dragon model. We here compare our vertex positioning scheme based on quadrics against 1) using the mean of a cluster s vertices and 2) the vertex grading scheme of Rossignac and Borrel that chooses the most important vertex, and which has been improved using the technique in [9]. Fine details near the jaws, neck, and hind leg are washed out by the vertex averaging scheme, and the ridge along the back has lost its sharpness. The model produced by vertex grading has a more choppy appearance with loss of detail in the face. Finally, Figures 3a and 3b show close ups of the ....

LOW, K.-L. and TAN, T.-S. Model Simplification using Vertex-Clustering. In Proceedings of 1997 Symposium on Interactive 3D Graphics, April 1997, pp. 75--82.


GAPS: General and Automatic Polygonal Simplification - Erikson, Manocha (1999)   (5 citations)  (Correct)

....include those based on multiresolution wavelet analysis [Eck95] simplification envelopes [Cohen96] and progressive meshes [Hoppe96] All of these algorithms have been designed for manifold surfaces. For general polygonal models, algorithms based on vertex clustering have been proposed by [Low97, Luebke97, Rossignac93, Schaufler95]. These algorithms allow topological changes as the model is simplified. Schroeder97] presents a topology modifying decimation algorithm that can guarantee a requested reduction level. He95] and [El Sana96] demonstrate algorithms for controlled simplification of genus of polyhedral objects. For ....

....simplification followed by ones that handle surface attributes. Popovic97] presents an interesting topological simplification algorithm to produce a progressive simplicial complex. This method is elegant, but is too slow for our needs and uses primitives other than polygons. Rossignac93] and [Low97] use vertex clustering to topologically simplify models efficiently and robustly. Although these algorithms are extremely quick, the quality of their approximations can be poor on some models. He95] uses a voxel based approach but control over the degree of simplification is difficult. ....

Low, K., and Tan, T. "Model Simplification Using VertexClustering, " Symposium on Interactive 3D Graphics '97 Proceedings, 75-82, 1997.


Hierarchical Levels Of Detail Toaccelerate The Rendering Of Large .. - Erikson (2000)   (Correct)

....Optimization [Hoppe et al. 93] 24 2.1.2.3 Multi resolution 3D Approximations for Rendering Complex Scenes [Rossignac and Borrel 93] 25 2.1.2. 4 Model Simplification Using Vertex Clustering [Low and Tan 97] 25 2.1.2.5 Voxel Based Object Simplification [He et al. 95] 26 2.1.3 Decimation Algorithms . 26 2.1.3.1 Decimation of Triangle Meshes [Schroeder et al. 92] ....

....[Rossignac and Borrel 93] overlays models with a uniform grid to simplify topology. Eck et al. 95] uses wavelets to create a multi resolution representations for objects. He et al. 95] uses volumetric simplification techniques. El Sana and Varshney 97] detects and removes holes from objects. Low and Tan 97] extends upon [Rossignac and Borrel 93] by using a more advanced spatial subdivision called floating cell clustering. Schroeder 97] extends upon [Schroeder et al. 92] by performing decimation operations in order of increasing error. Since none of these algorithms can handle surface attributes, ....

[Article contains additional citation context not shown here]

Low, K., and Tan, T., "Model Simplification Using Vertex-Clustering," Symposium on Interactive 3D Graphics '97 Proceedings, 75-82, 1997.


A Method for Progressive and Selective Transmission of.. - To, Lau, Green (1999)   (2 citations)  (Correct)

....of polygons may need to be created when the landscape contains a lot of crests and valleys. As such, this kind of methods may not be suitable for modeling objects of arbitrary topology. A similar kind of methods but for arbitrary 3D object models is by subdividing the model into regular 3D cells [16, 17, 21]. The cells are then hierarchically combined to form an octree. The resolution of a local region can be reduced by merging (or clustering) multiple cells and vertices within the cells. Although the creation of the octree may be time consuming [16] the run time performance of these methods is very ....

....subdividing the model into regular 3D cells [16, 17, 21] The cells are then hierarchically combined to form an octree. The resolution of a local region can be reduced by merging (or clustering) multiple cells and vertices within the cells. Although the creation of the octree may be time consuming [16], the run time performance of these methods is very high. The major limitation of these methods, however, is that the geometry of the model may not be preserved after the simplification. Methods that preserve the geometry of the object model are mainly based on edge decimation. Xia et al. 25] ....

K. L. Low and T. S. Tan. Model Simplification using Vertex Clustering. In Proceedings of ACM Symposium on Interactive 3D Graphics, pages 75--81, April 1997.


Interactive exploration of distributed 3D databases over the.. - Rossignac (1998)   (1 citation)  (Correct)

....robustness, and computational efficiency this scheme is used in several commercial products, including IBM s 3D Interaction Accelerator [3DIX96] and SGI s OpenGL Optimizer [Optimizer97] and has been widely implemented in academia. It has inspired some excellent recent work in this field [Low97, Garland97, Popovic97, Luebke97]. Low and Tan [Low97] have recently improved this method with the concept of a floating cell, allowing to form clusters with vertices of neighboring cells, and thus making Rossignac and Borrel s method less susceptible to produce artifacts resulting from a particular alignment of the cell ....

....scheme is used in several commercial products, including IBM s 3D Interaction Accelerator [3DIX96] and SGI s OpenGL Optimizer [Optimizer97] and has been widely implemented in academia. It has inspired some excellent recent work in this field [Low97, Garland97, Popovic97, Luebke97] Low and Tan [Low97] have recently improved this method with the concept of a floating cell, allowing to form clusters with vertices of neighboring cells, and thus making Rossignac and Borrel s method less susceptible to produce artifacts resulting from a particular alignment of the cell boundaries. Edge collapsing ....

K-L. Low and T-S. Tan, Model Simplification using Vertex-Clustering, Proc. 3D Symposium on Interactive 3D Graphics, pp. 75-81, Providence, April 1997.


Geometry Simplification - Andújar (1999)   (Correct)

....consists of grouping close vertices in groups called clusters. All vertices inside a cluster are replaced by a single vertex, called cluster representant. These replacements cause many edges and faces to collapse. Repeated collapsed entities are removed. This strategy is adopted in [RB93] Tan97] and [Red96] ffl incremental face reduction Incremental face reduction (also known as decimation) works by the iterative elimination of geometric entities through a local reduction operator chosen upon local geometric optimality criteria. Local reduction operators are the basis of the majority ....

.... : Terrain [SR94] Mesh simplif 8 : Bottom up: Vel93] Clustering: RB93] Red96] Tan97] GH97] Incremental 8 : vertex: SZL92] ea96] SL96] edge: Gue96] RR96] AS96] HDD 93] Hop96] Hop97] PH97] face: Ham94] faces: DZ91] KCHN91] HH93] KT96] KT93] edge flip: CCMS97] BBCS96] Re tiling: Tur92] Wavelets: ....

Kok-Lim Low Tiow-Seng Tan. Model simplification using vertex-clustering (color plate S. 188). In Proceedings of the Symposium on Interactive 3D Graphics, pages 75--82, New York, April27--30 1997. ACM Press.


Geometric Simplification and Compression - Rossignac (1997)   (7 citations)  (Correct)

....been further improved to yield a better fidelity complexity ratio by incorporating topological and curvature considerations in the clustering process. However, these improvements only lead to additional computational costs and more complex code. This approach was recently improved by Low and Tan [Low97], who suggest: a better grading of vertices (use cos(a 2 ) rather than 1 a , where a is maximum angle between all pairs of incident edges) a floating cell clustering where the highest weight vertex in a cell attracts vertices in its vicinity from immediately adjacent cells, shading edges ....

K-L. Low and T-S. Tan, Model Simplification using Vertex-Clustering.


Survey of Polygonal Surface Simplification Algorithms - Heckbert, Garland (1997)   (109 citations)  (Correct)

....detail well [52] When applied to height fields, it is roughly equivalent to blurring followed by regular subsampling. This software is being sold as part of IBM s 3D Interaction Accelerator [61] This method has been extended using octrees instead of regular grids [78] Low Tan 97. Low and Tan [77] developed a clustering algorithm that is intended to provide higher quality than the uniform clustering described by Rossignac and Borrel while maintaining its generality. Their first improvement was to suggest a better weighting criterion. More importantly, they replaced the uniform grid with a ....

Kok-Lim Low and Tiow-Seng Tan. Model simplification using vertex-clustering. In 1997 Symposium on Interactive 3D Graphics. ACM SIGGRAPH, 1997. To appear, http://www.iscs.nus.sg/#tants/.


A Comparison of Mesh Simplification Algorithms - Cignoni, Montani, Scopigno (1997)   (55 citations)  (Correct)

....groups vertices into clusters, and for each cluster it computes a new representative vertex [38] The method is efficient, but neither topology nor small scale shape details are preserved. The visual and geometric quality of the meshes simplified with a clustering approach have been improved in [30]. Another extension to the clustering approach was proposed to cope with the perceptual effects of degradation [34] couples of edges internal to each cluster are merged if a test based on curvature and size is positively verified. A very recent approach [13] applies an efficient error evaluation, ....

K.L. Low and T.S Tan. Model simplification using vertex clustering. In 1997 ACM Symposium on Interactive 3D Graphics, pages 75--82, 1997.


GAPS: General and Automatic Polygonal Simplification - Erikson, Manocha (1998)   (5 citations)  (Correct)

....include those based on multi resolution wavelet analysis [Eck95] simplification envelopes [Cohen96] and progressive meshes [Hoppe96] All of these algorithms have been designed for manifold surfaces. For general polygonal models, algorithms based on vertex clustering have been proposed by [Low97, Luebke97, Rossignac93, and Schaufler95]. These algorithms allow topological changes as the model is simplified. Schroeder97] present a topology modifying decimation algorithm that can guarantee a requested reduction level. He95] and [El Sana96] demonstrate algorithms for controlled simplification of genus of polyhedral objects. For a ....

....handled, but that no virtual edges were considered and no surface area preservation was performed. topological simplification algorithm to produce a progressive simplicial complex. This method is elegant, but is too slow for our needs and uses primitives other than polygons. Rossignac93] and [Low97] use vertex clustering to topologically simplify models efficiently and robustly. Although these algorithms are extremely quick, the quality of their approximations is too low for our purposes. He95] uses a voxel based approach but control over the degree of simplification is difficult. ....

Low, K., and Tan, T. "Model Simplification Using Vertex-Clustering," Symposium on Interactive 3D Graphics '97 Proceedings, 75-82, 1997.


Computing Bounding Volume Hierarchies Using Model Simplification - Tan, Chong, Low (1999)   (5 citations)  Self-citation (Low Tan)   (Correct)

....(Kdops) Klosowski98] 4.1 Simplification of Input Model One of the objectives of our method is to be time efficient. The overall time efficiency is very much affected by the speed of the simplification process. For this, we have chosen the vertexclustering simplification algorithm described in [Low97] to do the simplifications. The simplification algorithm, which we will refer to as the floating cell simplification (FCS) algorithm, is similar to the original vertex clustering method proposed by Rossignac and Borrel [Rossignac93] but produces better approximation quality, and thus, is able to ....

....plate) shows examples of components computed from some simplified models. In each picture, different colors are used to differentiate the different components and sub components. Note that the edges in the simplified model are rendered using thicklines with variable thickness, as discussed in [Low97]. The components identified from T can naturally be arranged into a component tree C(T) in which each node represents a component, and its children, if any, represent the sub components. 4.3 From C(T) TO B(T) The component tree C(T) corresponds to the topmost levels of the whole bounding ....

K-L. Low and T.S. Tan. Model Simplification Using Vertex-Clustering. Proceedings of 1997 Symposium on Interactive 3D Graphics, 75---81, April 1997.


SwingWrapper: Retiling Triangle Meshes for Better.. - Attene.. (2001)   (3 citations)  (Correct)

No context found.

K-L. Low and T.S.Tan, "Model Simplification using vertex clustering", Proc. Symp. Interactive 3D Graphics, ACM Press, NY, pp. 75-82, 1997.


Compressing Volumes and Animations - Rossignac (2004)   (Correct)

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K-L. Low and T.S. Tan, "Model Simplification using vertex clustering", Proc. Symp. Interactive 3D Graphics, ACM Press, NY, pp. 75-82, 1997.


Simplification and Compression of 3D Scenes - Rossignac (1997)   (4 citations)  (Correct)

No context found.

K-L. Low and T-S. Tan, Model Simplification using Vertex-Clustering.


FanGrower: A simple bi-resolution triangle-mesh - Somani, Rossignac (2003)   (Correct)

No context found.

K-L. Low and T-S. Tan, Model Simplification using Vertex-Clustering, Proc. 3D Symposium on Interactive 3D Graphics, pp. 75-81, Providence, April 1997.


Model Simplification Through Refinement - Dmitry Brodsky Department (2000)   (9 citations)  (Correct)

No context found.

Kok-Lim Low and Tiow-Seng Tan. Model simplification using vertex-clustering. In 1997.


SwingWrapper: Retiling Triangle Meshes for Better.. - Attene, Falcidieno.. (2002)   (Correct)

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K-L. Low and T.S.Tan, "Model Simplification using vertex clustering", Proc. Symp. Interactive 3D Graphics, ACM Press, NY, pp. 75-82, 1997.


Surface Simplification and 3D Geometry Compression - Rossignac   (Correct)

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K-L. Low and T.S.Tan, Model Simplification using vertex clustering. Proc. Sympos. Interactive 3D Graphics, ACM Press, pages 75--82, 1997.


Geometric Simplification of Foliage - Remolar, Chover, Belmonte.. (2002)   (Correct)

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K. Low, T.-S. Tan, "Model simplification using vertex-clustering", 1997 Symposium on Interactive 3D Graphics, ACM Siggraph, 1997. The Eurographics Association 2002.


Multiresolution Modeling: Survey & Future Opportunities - Garland (1999)   (27 citations)  (Correct)

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Kok-Lim Low and Tiow-Seng Tan. Model simplification using vertex-clustering. In 1997 Symposium on Interactive 3D Graphics. ACM SIGGRAPH, 1997. http://www.iscs.nus.sg/ # tants/.

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