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Results 11 - 20 of 6,164
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Edgebreaker: Connectivity compression for triangle meshes

by Jarek Rossignac - 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 three-dimensional triangle meshes. Edgebreaker improves upon the worst case storage required by previously reported schemes, most of which require O(nlogn) bits to store ..."
Abstract - Cited by 298 (24 self) - Add to MetaCart
Edgebreaker is a simple scheme for compressing the triangle/vertex incidence graphs (sometimes called connectivity or topology) of three-dimensional triangle meshes. Edgebreaker improves upon the worst case storage required by previously reported schemes, most of which require O(nlogn) bits

Discrete Differential-Geometry Operators for Triangulated 2-Manifolds

by Mark Meyer, Mathieu Desbrun, Peter Schröder, Alan H. Barr , 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 ..."
Abstract - Cited by 449 (14 self) - Add to MetaCart
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

by Nina Amenta, Marshall Bern - Discrete and Computational Geometry , 1998
"... We give a simple combinatorial algorithm that computes a piecewise-linear 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 ..."
Abstract - Cited by 405 (11 self) - Add to MetaCart
We give a simple combinatorial algorithm that computes a piecewise-linear 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

by Michel X. Goemans, David P. Williamson - 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 ..."
Abstract - Cited by 414 (21 self) - Add to MetaCart
of these problems. For instance, we obtain a 2-approximation algorithm for the minimum-weight 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 Multi-Resolution Modeling on Arbitrary Meshes

by Leif Kobbelt , Swen Campagna, Jens Vorsatz, Hans-Peter Seidel , 1998
"... During the last years the concept of multi-resolution 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 ..."
Abstract - Cited by 307 (34 self) - Add to MetaCart
During the last years the concept of multi-resolution 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: Real-time Optimally Adapting Meshes

by Mark Duchaineau , Murray Wolinsky, David E. Sigeti, Mark C. Miller , Charles Aldrich, Mark B. Mineev-Weinstein , 1997
"... Terrain visualization is a difficult problem for applications requiring accurate images of large datasets at high frame rates, such as flight simulation and ground-based aircraft testing using synthetic sensor stimulation. On current graphics hardware, the problem is to maintain dynamic, view-depend ..."
Abstract - Cited by 287 (10 self) - Add to MetaCart
-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 view-dependent error metrics, produces guaranteed error bounds, achieves specified triangle counts directly, and uses frame

New Quadric Metric for Simplifying Meshes with Appearance Attributes

by Hugues Hoppe , 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 ..."
Abstract - Cited by 125 (1 self) - Add to MetaCart
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

by Michael Deering
"... 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 ..."
Abstract - Cited by 350 (0 self) - Add to MetaCart
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

by Xianfeng Gu, Steven J. Gortler, Hugues Hoppe - 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 ..."
Abstract - Cited by 342 (24 self) - Add to MetaCart
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

by Stefan Gumhold, Wolfgang Straßer - 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 ..."
Abstract - Cited by 198 (11 self) - Add to MetaCart
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
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