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676
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 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
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Cited by 298 (24 self)
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triangle to an adjacent one. At each stage, compression produces an op-code describing the topological relation between the current triangle and the boundary of the remaining part of the mesh. Decompression uses these op-codes to reconstruct the entire incidence graph. Because Edgebreaker’s compression
Articulated Mesh Animation from Multi-view Silhouettes
- ACM TRANSACTIONS ON GRAPHICS
, 2008
"... Details in mesh animations are difficult to generate but they have great impact on visual quality. In this work, we demonstrate a practical software system for capturing such details from multi-view video recordings. Given a stream of synchronized video images that record a human performance from mu ..."
Abstract
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Cited by 168 (6 self)
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animations with flowing garment motions. We accomplish this with a fast pose tracking method followed by nonrigid deformation of the template to fit the silhouettes. The entire process takes less than sixteen seconds per frame and requires no markers or texture cues. Captured meshes are in full
Mesh-based inverse kinematics
- ACM Trans. Graph
, 2005
"... The ability to position a small subset of mesh vertices and produce a meaningful overall deformation of the entire mesh is a fundamental task in mesh editing and animation. However, the class of meaningful deformations varies from mesh to mesh and depends on mesh kinematics, which prescribes valid m ..."
Abstract
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Cited by 98 (8 self)
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The ability to position a small subset of mesh vertices and produce a meaningful overall deformation of the entire mesh is a fundamental task in mesh editing and animation. However, the class of meaningful deformations varies from mesh to mesh and depends on mesh kinematics, which prescribes valid
Mesh Collapse Compression
- In Proceedings of SIBGRAPI’99
, 1999
"... We present a novel algorithm for encoding the topology of triangular meshes. A sequence of edge contract and divide operations collapses the entire mesh into a single vertex. This implicitly creates a tree with weighted edges. The weights are vertex degrees and capture the topology of the unlabele ..."
Abstract
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Cited by 3 (0 self)
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We present a novel algorithm for encoding the topology of triangular meshes. A sequence of edge contract and divide operations collapses the entire mesh into a single vertex. This implicitly creates a tree with weighted edges. The weights are vertex degrees and capture the topology
STREAMING COMPRESSION OF TRIANGLE MESHES
"... Standard schemes for compressing polygonal meshes first construct an explicit representation of the mesh connectivity and then traverse it with some deterministic strategy. This implicitly assumes that the compressor is allowed to reorder the mesh triangles as it sees fit. Hence, current mesh compre ..."
Abstract
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compressors take the entire mesh as input, construct temporary data structures in the size of the mesh, and produce a completely reordered compressed mesh. In this report we describe a compression scheme that can preserve the original triangle order of a mesh. It incrementally constructs mesh connectivity
Streaming Compression of Triangle Meshes
, 2005
"... Current mesh compression schemes encode triangles and vertices in an order derived from systematically traversing the connectivity graph. These schemes struggle with gigabyte-sized mesh input where the construction and the usage of the data structures that support topological traversal queries becom ..."
Abstract
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Cited by 21 (9 self)
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become I/O-inefficient and require large amounts of temporary disk space. Furthermore they expect the entire mesh as input. Since meshes cannot be compressed until their generation is complete, they have to be stored at least once in uncompressed form. We radically depart from the traditional approach
The SMesh Wireless Mesh Network
, 2009
"... Wireless mesh networks extend the connectivity range of mobile devices by using multiple access points, some of them connected to the Internet, to create a mesh topology and forward packets over multiple wireless hops. However, the quality of service provided by the mesh is impaired by the delays an ..."
Abstract
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Cited by 2 (0 self)
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and routing logic is done solely by the access points, and therefore connectivity is attainable by any 802.11 device. In SMesh, the entire mesh network is seen by the mobile clients as a single, omnipresent access point, giving the mobile clients the illusion that they are stationary. We use multicast
Fast handoff for seamless wireless mesh networks
- ACM MobiSys
, 2006
"... This paper presents the architecture and protocols of SMesh, a completely transparent wireless mesh system that offers seamless, fast handoff, supporting VoIP and other real-time application traffic for any unmodified 802.11 device. In SMesh, the entire mesh network is seen by the mobile clients as ..."
Abstract
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Cited by 39 (5 self)
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This paper presents the architecture and protocols of SMesh, a completely transparent wireless mesh system that offers seamless, fast handoff, supporting VoIP and other real-time application traffic for any unmodified 802.11 device. In SMesh, the entire mesh network is seen by the mobile clients
Automatic Smoothing of Quad & Triangle Meshes
"... I present a methodology to create smooth meshes using spline patches generated automatically from the geometry of the mesh. The intent is to create a smooth surface across the entire mesh, which creates smooth silhouette edges and is very useful for high quality ray tracing. An additional goal was t ..."
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I present a methodology to create smooth meshes using spline patches generated automatically from the geometry of the mesh. The intent is to create a smooth surface across the entire mesh, which creates smooth silhouette edges and is very useful for high quality ray tracing. An additional goal
1Triangular Mesh Segmentation Based On Surface Normal
"... This paper presents an algorithm for segmentation of 3D triangular mesh data. The proposed algorithm uses iterative merging of adjacent triangle pairs based on the orientation of triangles. The surface is segmented into patches, where each patch has a similar normal property. Thus, each region can b ..."
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be approximated to planar patch and its boundaries have perceptually important geometric information of the entire mesh model. The experimental results show that the proposed algorithm is performed efficiently. 1.
Results 1 - 10
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676