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Edgebreaker: Connectivity compression for triangle meshes
 IEEE Transactions on Visualization and Computer Graphics
, 1999
"... Edgebreaker is a simple scheme for compressing the triangle/vertex incidence graphs (sometimes called connectivity or topology) of threedimensional triangle meshes. Edgebreaker improves upon the worst case storage required by previously reported schemes, most of which require O(nlogn) bits to store ..."
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Cited by 298 (24 self)
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Edgebreaker is a simple scheme for compressing the triangle/vertex incidence graphs (sometimes called connectivity or topology) of threedimensional triangle meshes. Edgebreaker improves upon the worst case storage required by previously reported schemes, most of which require O(nlogn) bits
Discrete DifferentialGeometry Operators for Triangulated 2Manifolds
, 2002
"... This paper provides a unified and consistent set of flexible tools to approximate important geometric attributes, including normal vectors and curvatures on arbitrary triangle meshes. We present a consistent derivation of these first and second order differential properties using averaging Vorono ..."
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Cited by 449 (14 self)
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This paper provides a unified and consistent set of flexible tools to approximate important geometric attributes, including normal vectors and curvatures on arbitrary triangle meshes. We present a consistent derivation of these first and second order differential properties using averaging
Surface Reconstruction by Voronoi Filtering
 Discrete and Computational Geometry
, 1998
"... We give a simple combinatorial algorithm that computes a piecewiselinear approximation of a smooth surface from a finite set of sample points. The algorithm uses Voronoi vertices to remove triangles from the Delaunay triangulation. We prove the algorithm correct by showing that for densely sampled ..."
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Cited by 405 (11 self)
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We give a simple combinatorial algorithm that computes a piecewiselinear approximation of a smooth surface from a finite set of sample points. The algorithm uses Voronoi vertices to remove triangles from the Delaunay triangulation. We prove the algorithm correct by showing that for densely sampled
A general approximation technique for constrained forest problems
 SIAM J. COMPUT.
, 1995
"... We present a general approximation technique for a large class of graph problems. Our technique mostly applies to problems of covering, at minimum cost, the vertices of a graph with trees, cycles, or paths satisfying certain requirements. In particular, many basic combinatorial optimization proble ..."
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Cited by 414 (21 self)
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of these problems. For instance, we obtain a 2approximation algorithm for the minimumweight perfect matching problem under the triangle inequality. Our running time of O(n log n) time compares favorably with the best strongly polynomial exact algorithms running in O(n 3) time for dense graphs. A similar result
Interactive MultiResolution Modeling on Arbitrary Meshes
, 1998
"... During the last years the concept of multiresolution modeling has gained special attention in many fields of computer graphics and geometric modeling. In this paper we generalize powerful multiresolution techniques to arbitrary triangle meshes without requiring subdivision connectivity. Our major o ..."
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Cited by 307 (34 self)
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During the last years the concept of multiresolution modeling has gained special attention in many fields of computer graphics and geometric modeling. In this paper we generalize powerful multiresolution techniques to arbitrary triangle meshes without requiring subdivision connectivity. Our major
ROAMing Terrain: Realtime Optimally Adapting Meshes
, 1997
"... Terrain visualization is a difficult problem for applications requiring accurate images of large datasets at high frame rates, such as flight simulation and groundbased aircraft testing using synthetic sensor stimulation. On current graphics hardware, the problem is to maintain dynamic, viewdepend ..."
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Cited by 287 (10 self)
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dependent triangle meshes and texture maps that produce good images at the required frame rate. We present an algorithm for constructing triangle meshes that optimizes flexible viewdependent error metrics, produces guaranteed error bounds, achieves specified triangle counts directly, and uses frame
New Quadric Metric for Simplifying Meshes with Appearance Attributes
, 1999
"... Complex triangle meshes arise naturally in many areas of computer graphics and visualization. Previous work has shown that a quadric error metric allows fast and accurate geometric simplification of meshes. This quadric approach was recently generalized to handle meshes with appearance attributes. I ..."
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Cited by 125 (1 self)
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Complex triangle meshes arise naturally in many areas of computer graphics and visualization. Previous work has shown that a quadric error metric allows fast and accurate geometric simplification of meshes. This quadric approach was recently generalized to handle meshes with appearance attributes
Geometry Compression
"... This paper introduces the concept of Geometry Compression, allowing 3D triangle data to be represented with a factor of 6 to 10 times fewer bits than conventional techniques, with only slight losses in object quality. The technique is amenable to rapid decompression in both software and hardware imp ..."
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Cited by 350 (0 self)
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implementations; if 3D rendering hardware contains a geometry decompression unit, application geometry can be stored in memory in compressed format. Geometry is first represented as a generalized triangle mesh, a data structure that allows each instance of a vertex in a linear stream to specify an average of two
Geometry images
 IN PROC. 29TH SIGGRAPH
, 2002
"... Surface geometry is often modeled with irregular triangle meshes. The process of remeshing refers to approximating such geometry using a mesh with (semi)regular connectivity, which has advantages for many graphics applications. However, current techniques for remeshing arbitrary surfaces create onl ..."
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Cited by 342 (24 self)
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Surface geometry is often modeled with irregular triangle meshes. The process of remeshing refers to approximating such geometry using a mesh with (semi)regular connectivity, which has advantages for many graphics applications. However, current techniques for remeshing arbitrary surfaces create
Real time compression of triangle mesh connectivity
 SIGGRAPH 98 Conference Proceedings, Annual Conference Series
, 1998
"... In this paper we introduce a new compressed representation for the connectivity of a triangle mesh. We present local compression and decompression algorithms which are fast enough for real time applications. The achieved space compression rates keep pace with the best rates reported for any known gl ..."
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Cited by 198 (11 self)
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In this paper we introduce a new compressed representation for the connectivity of a triangle mesh. We present local compression and decompression algorithms which are fast enough for real time applications. The achieved space compression rates keep pace with the best rates reported for any known
Results 11  20
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6,164