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Survey of Polygonal Surface Simplification Algorithms
, 1997
"... This paper surveys methods for simplifying and approximating polygonal surfaces. A polygonal surface is a piecewiselinear surface in 3D defined by a set of polygons ..."
Abstract

Cited by 227 (3 self)
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This paper surveys methods for simplifying and approximating polygonal surfaces. A polygonal surface is a piecewiselinear surface in 3D defined by a set of polygons
Progressive coding of 3D graphic models
 Proc. IEEE 86 (6
, 1998
"... Based on stateoftheart graphicsimplification techniques and progressive imagecoding schemes, we propose a new hierarchical threedimensional graphiccompression scheme in this research. This scheme progressively compresses an arbitrary polygonal mesh into a single bitstream. Along the encoding ..."
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Cited by 49 (16 self)
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Based on stateoftheart graphicsimplification techniques and progressive imagecoding schemes, we propose a new hierarchical threedimensional graphiccompression scheme in this research. This scheme progressively compresses an arbitrary polygonal mesh into a single bitstream. Along the encoding process, every output bit contributes to the reduction of coding distortion, and the contribution of bits decreases according to their order of position in the bitstream. At the receiver end, the decoder can stop at any point while giving a reconstruction of the original model with the best ratedistortion tradeoff. A series of models of continuous varying resolution can thus be constructed from the single bitstream. This property, which is referred to as the embedding property since the coding of a coarser model is embedded in the coding of a finer model, can be widely used in robust error control, progressive transmission and display, levelofdetail control, etc. It is demonstrated by experiments that an acceptable quality level can be achieved at a compression ratio of 20 to 1 for several test graphic models. Keywordsâ€”Embedded codecs, graphic coding, graphic simplification, progressive coding. I.
Fast Rendering Techniques for Interactive Walkthroughs of Large ThreeDimensional Scenes
, 2001
"... With todays latest hardware users expect visually rich virtual environments. As hardware becomes faster and less expensive users expectations increase with respect to image quality and frame rates. Unfortunately, increasing image quality brings with it an increase in geometric complexity of objects ..."
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With todays latest hardware users expect visually rich virtual environments. As hardware becomes faster and less expensive users expectations increase with respect to image quality and frame rates. Unfortunately, increasing image quality brings with it an increase in geometric complexity of objects in a scene. A rise in complexity can increase rendering times substantially, to the point where even todays fastest computers struggle to produce a reasonable level of interaction for large datasets.
Selecting Independent Chains on a Triangulated 2Manifold
"... We prove that there exists linearly many independent edge chains of length k in a connected orientable triangulated 2manifold (possibly with boundary) of genus zero, for any positive integer parameter k. Such an independent set of chains can be identified by a simple lineartime algorithm. Our moti ..."
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We prove that there exists linearly many independent edge chains of length k in a connected orientable triangulated 2manifold (possibly with boundary) of genus zero, for any positive integer parameter k. Such an independent set of chains can be identified by a simple lineartime algorithm. Our motivation is to simplify a surface by repeatedly contracting a large set of independent chains. Preliminary experimental verification of the effectiveness of this approach in surface simplification has been conducted. 1 Introduction Many graphics softwares, animation applications, computer games and virtual reality applications nowadays use 3D object models extensively. Realistic models often have high complexity, which slow down computation and rendering in applications. Sometimes, not all details are needed, for example, when the object is far away. Therefore, providing levels of details of a model will speed up its manipulation when the resolution needed is low. Our motivation is to combi...
A fast Visualization System for Adaptive Grids
, 1998
"... Todays data sets arising from computational mathematics are extremely large which poses increasing demands for performance (in the sense of graphicsperformance) on interactive visualization systems. "Realtime" interaction interfaces have proven useful for the analysis of these data sets, ..."
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Todays data sets arising from computational mathematics are extremely large which poses increasing demands for performance (in the sense of graphicsperformance) on interactive visualization systems. "Realtime" interaction interfaces have proven useful for the analysis of these data sets, but realtime performance has been difficult to achieve with such large amounts of data. This work describes the outcome of a small visualization project dealing with the visualization of large unstructured data sets.