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19,496
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 ..."
Abstract

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
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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dimensions, and the desired output is a triangular mesh with vertex set equal to S that faithfully represen...
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
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
Normal Meshes
, 2000
"... Normal meshes are new fundamental surface descriptions inspired by differential geometry. A normal mesh is a multiresolution mesh where each level can be written as a normal offset from a coarser version. Hence the mesh can be stored with a single float per vertex. We present an algorithm to approxi ..."
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Cited by 144 (8 self)
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Normal meshes are new fundamental surface descriptions inspired by differential geometry. A normal mesh is a multiresolution mesh where each level can be written as a normal offset from a coarser version. Hence the mesh can be stored with a single float per vertex. We present an algorithm
Optimization of Mesh Locality for Transparent Vertex Caching
"... Bus traffic between the graphics subsystem and memory can become a bottleneck when rendering geometrically complex meshes. In this paper, we investigate the use of vertex caching to transparently reduce geometry bandwidth. Use of an indexed triangle strip representation permits application programs ..."
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Cited by 79 (0 self)
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Bus traffic between the graphics subsystem and memory can become a bottleneck when rendering geometrically complex meshes. In this paper, we investigate the use of vertex caching to transparently reduce geometry bandwidth. Use of an indexed triangle strip representation permits application programs
The Space of Human Body Shapes: Reconstruction And Parameterization from Range Scans
 ACM TRANS. GRAPH
, 2003
"... We develop a novel method for fitting highresolution template meshes to detailed human body range scans with sparse 3D markers. We formulate an optimization problem in which the degrees of freedom are an affine transformation at each template vertex. The objective function is a weighted combination ..."
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Cited by 290 (4 self)
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We develop a novel method for fitting highresolution template meshes to detailed human body range scans with sparse 3D markers. We formulate an optimization problem in which the degrees of freedom are an affine transformation at each template vertex. The objective function is a weighted
Surface Meshing Using Vertex Insertion
 In Proceedings of the 5th International Meshing Roundtable
, 1996
"... . This paper presents the requirements for a surface mesh to be valid. Aside from validity, it also discusses conditions for geometric similarity, which quantitatively describes how the surface mesh "matches" the model geometry. The surface mesh generation method presented here uses the pa ..."
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Cited by 17 (0 self)
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. This paper presents the requirements for a surface mesh to be valid. Aside from validity, it also discusses conditions for geometric similarity, which quantitatively describes how the surface mesh "matches" the model geometry. The surface mesh generation method presented here uses
Skinning mesh animations.
 Proceedings of SIGGRAPH
, 2005
"... Abstract We extend approaches for skinning characters to the general setting of skinning deformable mesh animations. We provide an automatic algorithm for generating progressive skinning approximations, that is particularly efficient for pseudoarticulated motions. Our contributions include the use ..."
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Cited by 134 (6 self)
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the use of nonparametric mean shift clustering of highdimensional mesh rotation sequences to automatically identify statistically relevant bones, and robust least squares methods to determine bone transformations, bonevertex influence sets, and vertex weight values. We use a lowrank data reduction
GLUING VERTEX UNFOLDINGS OF TRIANGULATED MESHES
"... We present a system for creating an edgeunfolding of a triangulated simplicial manifold from a vertexunfolding by gluing edges, while maintaining two rigid geometries. We implemented a known vertexunfolding algorithm as well as several gluing techniques which we created. The entire project consi ..."
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We present a system for creating an edgeunfolding of a triangulated simplicial manifold from a vertexunfolding by gluing edges, while maintaining two rigid geometries. We implemented a known vertexunfolding algorithm as well as several gluing techniques which we created. The entire project
Results 1  10
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