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Jarek Rossignac and Paul Borrel. Multi-resolution 3D approximations for rendering complex scenes. In B. Falcidieno and T. L. Kunii, editors, Modeling in Computer Graphics, pages 455--465. Springer-Verlag, New York, 1993.

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R-Simp: Model Simplification In Reverse, A Vector.. - Brodsky, Watson   (Correct)

....based taxonomy suggests possible avenues for the creation of new model simplification algorithms. We present a new algorithm based on the splitting algorithm from quantization research. 1. 1 Overview Our algorithm simplifies vertex connectivity using the clustering techniques described in [17]. Unlike [17] it does not evenly voxelize the model; instead simplification varies with curvature. The algorithm begins with the entire model contained within a single cluster. This cluster is subdivided based on the curvature within the cluster. From the clusters that result, the cluster with the ....

....taxonomy suggests possible avenues for the creation of new model simplification algorithms. We present a new algorithm based on the splitting algorithm from quantization research. 1. 1 Overview Our algorithm simplifies vertex connectivity using the clustering techniques described in [17] Unlike [17] it does not evenly voxelize the model; instead simplification varies with curvature. The algorithm begins with the entire model contained within a single cluster. This cluster is subdivided based on the curvature within the cluster. From the clusters that result, the cluster with the most ....

[Article contains additional citation context not shown here]

Jarek Rossignac and Paul Borrel. Multi-resolution 3D approximations for rendering complex scenes. In Modeling in Computer Graphics: Methods and Applications, pages 455-- 465, Berlin, 1993. Springer-Verlag.


Smooth High-quality Interactive Visualization - Grabner (2001)   (Correct)

....[9, 7] Several multiresolution methods support smooth transitions between different levels of detail. In [18] the surface is re tiled using a smaller number of vertices. Interpolation is done by flattening the original faces onto the simplified mesh. In the vertex clustering framework [17], vertices can be linearly interpolated between their original locations and the cluster s representative vertex. The Wavelet transform can also be used as a continuous levelof detail representation [13] The approaches in [8, 9] are only suitable to generate geomorphs between two meshes M A ....

Jarek Rossignac and Paul Borrel. Multi-resolution 3D approximation for rendering complex scenes. In Second Conference on Geometric Modelling in Computer Graphics, pages 453--465, June 1993. Genova, Italy.


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

....significant. Another popular simplification framework, and one more suited to large models, is spatial clustering. These methods spatially partition a vertex set into clusters and unify all vertices within a given cluster. Rossignac and Borrel developed one of the earliest clustering algorithms [22]. Their method partitions 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 ....

Jarek Rossignac and Paul Borrel. Multi-resolution 3D approximations for rendering complex scenes. In B. Falcidieno and T. Kunii, editors, Modeling in Computer Graphics: Methods and Applications, pages 455--465, 1993.


Benchmarking Mesh Simplification Algorithms in Real-time.. - Ping Yuan Department   (Correct)

....model. Typical algorithms include vertex decimation, vertex clustering, iterative edge collapse and vertex pair contraction. Vertex decimation method iteratively selects a vertex for removal, removes all adjacent faces, and retriangulates the resulting hole, e.g. 13] Vertex clustering method [12] divides the original models into a grid. Within each cell, the vertices are clustered together into a single vertex, and the model faces are updated accordingly. Edge collapse is drawing more attentions among various mesh simplification methods recently. It iteratively collapses edges, e.g. 7] ....

Jarek Rossignac and Paul Borrel. Multi-resolution 3D Approximations for Rendering Complex Scenes. Technical report, IBM, 1992.


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 ....

....existing simplification algorithms. In sections 2, 3 and 4 we review vector quantization, related research, and curvature. The details of the algorithm are discussed in section 5. In section 6 we examine the performance of the algorithm and compare it to QSlim [5] and a vertex clustering algorithm [18]. Sections 7 and 8 present other possible applications of R Simp and conclusions. 2 Vector quantization Vector quantization (VQ) is the process of mapping a vector in a large set into a smaller set . More precisely, a quantizer is a function where # ( ....

[Article contains additional citation context not shown here]

Jarek Rossignac and Paul Borrel. Multi-resolution 3D approximations for rendering complex scenes. In Modeling in Computer Graphics: Methods and Applications, pages 455--465, 1993.


Parallelization, Small Memories and Model Simplification - Brodsky, Watson   (Correct)

....to remove depends on the previous primitives removed. The simplification process starts with the entire model and the the primitives are iteratively removed until the desired model size is reached. The algorithms that employ the top down approach construct, or grow, rather than simplify the model [2, 5, 7, 10]. These algorithms cluster the primitives in the model based on some criteria. Each cluster contains a representative primitive that summarizes the primitives in the cluster. The simplified model is formed from these summary primitives. The clusters are created in two ways. They are grown, such as ....

....in two ways. They are grown, such as in [5, 7] by choosing a primitive in the original model and then adding surrounding primitives until some criteria is broached. Or by containing the entire model in a single cluster and partitioningthe cluster into subclusters until some criteria is met [2, 10]. In most instances the criteria is a function of how well the summary primitive represents the primitives in the cluster. Most model data files usually contain no structure. In many instances the model structure is an unordered list of vertices and faces (referred to as polygon soup) That is, ....

Jarek Rossignac and Paul Borrel. Multi-resolution 3D approximations for rendering complex scenes. In Modeling in Computer Graphics: Methods and Applications, pages 455-- 465, Berlin, 1993. Springer-Verlag.


Parallel Mesh Simplification - Rasch, Schmidt (2000)   (Correct)

....number of algorithms were introduced. In some cases these algorithms only di er in details. However, sometimes they are basically di erent. The algorithms can be grouped into three categories Vertex Clustering, Wavelet based methods and Vertex Decimation. Algorithms based on vertex clustering [4] use a three dimensional grid, in order to divide the entire scene into equally sized blocks. All vertices of the mesh in a block, are combined into one vertex. All incident edges and polygons are adapted according to the modi cation. A crucial disadvantage of these algorithm is a tradeo in de ....

Jarek Rossignac and Paul Borrel. Multiresolution 3d approximations for rendering complex scenes. In Modelling in Computer Graphics: Methods and Applications, pages 455-465, 1993.


CityScape, a Walkthrough System for Large Environments.. - Rebecca Xiong Becca (1996)   (Correct)

....number of rendered polygons by exploiting occlusions such as walls of a room [4] For large, irregular outdoor environments where most objects are visible, a different approach is needed. Approximation algorithms render simplified level of details for the individual objects or clusters of objects [3, 2]. However, they require cost benefit heuristics to select the best representation, and make no guarantee of the visual quality [1, 2] Stratified Rendering Improved hardware support for texture mapping has enabled a new approach Stratified Rendering applied in the CityScape Walkthrough ....

Jarek R. Rossignac and Paul Borrel. Multiresolution 3d approximations for rendering complex scenes. Technical report, IBM T.J. Watson Research Center, 1992.


Image-Driven Mesh Optimization - Lindstrom, Turk (2000)   (Correct)

....Octane with IMPACTSR graphics and 256 MB of RAM. We include examples of models that were optimized between a few minutes and up to six hours. Our first example of mesh optimization is for a bunny model that has been simplified using a variant of Rossignac and Borrel s vertex clustering method [18], for which we have removed all doublesided faces, thus creating a few holes in the mesh. Figure 7a shows the cluster simplified model, and Figures 7b through 7e show successively improved models using the image guided optimization. In addition to smoothing out the rough surface, the optimization ....

....simplification memoryless simplification vertex clustering Figure 5: Mesh energy as a function of time for various bunny models. Each curve corresponds to a different initial model, produced by the image driven [12] 693 vertices) memoryless [11] 686 vertices) and vertex clustering [18] (769 vertices) simplification algorithms. The energy is measured relative to the model produced by the image driven simplification method, and starts at 380 for vertex clustering. 1 10 100 1,000 10,000 model size (vertices) energy memoryless simplification (ms) image driven simplification ....

Jarek Rossignac and Paul Borrel. Multi-resolution 3d approximations for rendering complex scenes. In Bianca Falciendo and Toshiyasu L. Kunii, editors, Modeling in Computer Graphics, IFIP series on computer graphics, pages 455--465. Springer-Verlag, 1993.


Surface Simplification Using Quadric Error Metrics - Garland, Heckbert (1997)   (286 citations)  (Correct)

....schemes which are inherently limited to manifold surfaces, and they carefully maintain the topology of the model. While these are important features in some domains, they are restrictions for multiresolution rendering systems. Vertex Clustering. The algorithm described by Rossignac and Borrel [8] is one of the few capable of processing arbitrary polygonal input. A bounding box is placed around the original model and divided into a grid. Within each cell, the cell s vertices are clustered together into a single vertex, and the model faces are updated accordingly. This process can be very ....

....not found in earlier algorithms. While certain other algorithms are faster or generate higher quality approximations than ours, they typically do not meet the capability of our algorithm in all three areas. The only algorithm capable of simplifying arbitrary polygonal models, vertex clustering [8], does not reliably produce high quality approximations. None of the higher quality methods available [2, 7, 3] support aggregation. Both [2] and [3] seem to be significantly more time consuming than our algorithm. The results of [7] are most similar to our own because we use a very similar error ....

[Article contains additional citation context not shown here]

Jarek Rossignac and Paul Borrel. Multi-resolution 3D approximations for rendering complex scenes. In B. Falcidieno and T. Kunii, editors, Modeling in Computer Graphics: Methods and Applications, pages 455--465, 1993.


Emerging Challenges in Computational Topology - Bern, Eppstein, al. (1999)   (2 citations)  (Correct)

....hierarchy, implicit representations offer little control of such changes. On the other hand, at least in the case of volume data represented on regular grids, signal processing techniques can be used to handle some of the topological problems [Wes94] Some of the current explicit methods [SZL92, RB93,GH97] do allow topological changes, but the control over such changes is relatively limited and the hierarchies created by these methods are unsuitable for many purposes, for example, it may be difficult or impossible to parameterize finer levels of hierarchies over the coarse levels. The recent ....

Jarek Rossignac and Paul Borrel. Multi-resolution 3D approximation for rendering complex scenes. In Bianca Falcidieno and Toshiyasu L. Kunii, editors, Proc. 2nd Conf. Modeling in Computer Graphics: Methods and Applications, IFIP Ser. Computer Graphics, pages 453--465, Berlin, June 1993. Springer-Verlag.


R-Simp: Model Simplification In Reverse, A Vector.. - Brodsky, Watson (1999)   (Correct)

....based taxonomy suggests possible avenues for the creation of new model simplification algorithms. We present a new algorithm based on the splitting algorithm from quantization research. 1. 1 Overview Our algorithm simplifies vertex connectivity using the clustering techniques described in [17]. Unlike [17] it does not evenly voxelize the model; instead simplification varies with curvature. The algorithm begins with the entire model contained within a single cluster. This cluster is subdivided based on the curvature within the cluster. From the clusters that result, the cluster with the ....

....taxonomy suggests possible avenues for the creation of new model simplification algorithms. We present a new algorithm based on the splitting algorithm from quantization research. 1. 1 Overview Our algorithm simplifies vertex connectivity using the clustering techniques described in [17] Unlike [17] it does not evenly voxelize the model; instead simplification varies with curvature. The algorithm begins with the entire model contained within a single cluster. This cluster is subdivided based on the curvature within the cluster. From the clusters that result, the cluster with the most ....

[Article contains additional citation context not shown here]

Jarek Rossignac and Paul Borrel. Multi-resolution 3D approximations for rendering complex scenes. In Modeling in Computer Graphics: Methods and Applications, pages 455-- 465, Berlin, 1993. Springer-Verlag.


Simplifying Surfaces with Color and Texture using Quadric.. - Garland, Heckbert (1998)   (64 citations)  (Correct)

....that, as much as possible, faithfully reproduces the features of the original. An assortment of simplification algorithms have been proposed in recent years. Most of those which are applicable to arbitrary 3D surfaces can be broadly classified into 3 categories. Ve r ex c l u s tering methods [17] spatially partition vertices and unify vertices within the same cluster. They are generally very fast and work on arbitrary collections of triangles, but can often produce relatively # garland cs.cmu.edu; http: www.cs.cmu.edu #garland ; Computer Science Dept. Carnegie Mellon University, 5000 ....

Jarek Rossignacand Paul Borrel. Multi-resolution 3D approximations for rendering complex scenes. In B. Falcidieno and T. Kunii, editors, Modeling in Computer Graphics: Methods and Applications, pages 455--465, 1993.


Compressed Progressive Meshes - Pajarola, Rossignac (2000)   (15 citations)  Self-citation (Rossignac)   (Correct)

.... 12 [Dee95, THLR98] which makes the entropy coding of the corrective vectors, discussed above, very effective, bringing the vertex location storage to between 12 and 18 bits per vertex for uniform tessellations of smooth surfaces [THLR98] The mesh may be simplified by coalescing vertices [RB93], by decimating them [SL96, SZL92] or by collapsing edges [HRD 93, RR96, GH97] A more complete discussion may be found in [HG97] Most of these techniques remove vertices one at a time in an order that attempts to maximize the accuracy of the approximating model at each stage. Saving ....

Jarek Rossignac and Paul Borrel. Multi-resolution 3d approximations for rendering complex scenes. In Bianca Falcidieno and Tosiyasu L. Kunii, editors, Modeling in Computer Graphics, pages 455--465. Springer-Verlag, Berlin, 1993.


Compressed Progressive Meshes - Pajarola, Rossignac (1999)   (15 citations)  Self-citation (Rossignac)   (Correct)

....which makes the entropy coding of the corrective vectors, discussed above, very effective, bringing the vertex location storage to about 12 bits per vertex for uniform tessellations of smooth surfaces [THLR98] 0. 2 k [ Overview 4 . The mesh may be simplified by coalescing vertices [RB93], by decimating them [SL96, SZL92] or by collapsing edges [HRD 93, RR96, GH97] A more complete discussion may be found in [HG97] Most of these techniques remove vertices one at a time in an order that attempts to maximize the accuracy of the approximating model at each stage. Saving ....

Jarek Rossignac and Paul Borrel. Multi-resolution 3d approximations for rendering complex scenes. In Bianca Falcidieno and Tosiyasu L. Kunii, editors, Modeling in Computer Graphics, pages 455--465. Springer-Verlag, Berlin, 1993.


SQUEEZE: Fast and Progressive Decompression of Triangle Meshes - Pajarola, Rossignac (2000)   (4 citations)  Self-citation (Rossignac)   (Correct)

....n. Applying upgrade U 1 to M 0 produces a slightly more accurate model M 1 . Applying U 2 to M 1 produces an even more accurate model M 2 , and so on, until the application of U n produces M n . The series of upgrades and the crude model may be produced by a variety of mesh simplification schemes [11, 25, 12, 23, 6, 17, 7]. Initially, the user will download M 0 , and may never need a finer approximation of M n . But if the model moves closer to the view, a finer approximation may be required. As soon as the display error that results from using M i exceeds the tolerance imposed by the application, the upgrade U ....

Jarek Rossignac and Paul Borrel. Multi-resolution 3d approximations for rendering complex scenes. In Bianca Falcidieno and Tosiyasu L. Kunii, editors, Modeling in Computer Graphics, pages 455--465. Springer-Verlag, Berlin, 1993.


Surface Reconstruction from Unorganized Points - Hoppe (1994)   (296 citations)  (Correct)

No context found.

Jarek Rossignac and Paul Borrel. Multi-resolution 3D approximations for rendering complex scenes. In B. Falcidieno and T. L. Kunii, editors, Modeling in Computer Graphics, pages 455--465. Springer-Verlag, New York, 1993.


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

No context found.

Jarek Rossignac and Paul Borrel. Multi-resolution 3D approximations for rendering complex scenes. In Modeling in Computer Graphics: Methods and Applications, pages 455--465, 1993.


Multi-Resolution Modeling in Collaborative Design - Junghyun Han Taeseong   (Correct)

No context found.

R. Jarek and P. Borrel. : Multi-Resolution 3D Approximations for Rendering Complex Scenes. In : In B.Falcidieno and T.L.Kunii, (eds). Geometric Modeling in Computer Graphics. Springer-Verlag. (1993) 455--465


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

No context found.

Jarek Rossignac and Paul Borrel. Multi-resolution 3D approximations for rendering complex scenes. In B. Falcidieno and T. Kunii, editors, Modeling in Computer Graphics: Methods and Applications, pages 455-- 465, 1993.

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