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Surface Simplification Using Quadric Error Metrics
"... Many applications in computer graphics require complex, highly detailed models. However, the level of detail actually necessary may vary considerably. To control processing time, it is often desirable to use approximations in place of excessively detailed models. We have developed a surface simplifi ..."
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Cited by 1174 (16 self)
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Many applications in computer graphics require complex, highly detailed models. However, the level of detail actually necessary may vary considerably. To control processing time, it is often desirable to use approximations in place of excessively detailed models. We have developed a surface simplification algorithm which can rapidly produce high quality approximations of polygonal models. The algorithm uses iterative contractions of vertex pairs to simplify models and maintains surface error approximations using quadric matrices. By contracting arbitrary vertex pairs (not just edges), our algorithm is able to join unconnected regions of models. This can facilitate much better approximations, both visually and with respect to geometric error. In order to allow topological joining, our system also supports nonmanifold surface models.
The Lumigraph
 IN PROCEEDINGS OF SIGGRAPH 96
, 1996
"... This paper discusses a new method for capturing the complete appearanceof both synthetic and real world objects and scenes, representing this information, and then using this representation to render images of the object from new camera positions. Unlike the shape capture process traditionally used ..."
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Cited by 1025 (39 self)
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This paper discusses a new method for capturing the complete appearanceof both synthetic and real world objects and scenes, representing this information, and then using this representation to render images of the object from new camera positions. Unlike the shape capture process traditionally used in computer vision and the rendering process traditionally used in computer graphics, our approach does not rely on geometric representations. Instead we sample and reconstruct a 4D function, which we call a Lumigraph. The Lumigraph is a subset of the complete plenoptic function that describes the flow of light at all positions in all directions. With the Lumigraph, new images of the object can be generated very quickly, independent of the geometric or illumination complexity of the scene or object. The paper discusses a complete working system including the capture of samples, the construction of the Lumigraph, and the subsequent rendering of images from this new representation.
ViewDependent Refinement of Progressive Meshes
"... Levelofdetail (LOD) representations are an important tool for realtime rendering of complex geometric environments. The previously introduced progressive mesh representation defines for an arbitrary triangle mesh a sequence of approximating meshes optimized for viewindependent LOD. In this paper, ..."
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Cited by 459 (5 self)
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Levelofdetail (LOD) representations are an important tool for realtime rendering of complex geometric environments. The previously introduced progressive mesh representation defines for an arbitrary triangle mesh a sequence of approximating meshes optimized for viewindependent LOD. In this paper, we introduce a framework for selectively refining an arbitrary progressive mesh according to changing view parameters. We define efficient refinement criteria based on the view frustum, surface orientation, and screenspace geometric error, and develop a realtime algorithm for incrementally refining and coarsening the mesh according to these criteria. The algorithm exploits view coherence, supports frame rate regulation, and is found to require less than 15 % of total frame time on a graphics workstation. Moreover, for continuous motions this work can be amortized over consecutive frames. In addition, smooth visual transitions (geomorphs) can be constructed between any two selectively refined meshes. A number of previous schemes create viewdependent LOD meshes for height fields (e.g. terrains) and parametric surfaces (e.g. NURBS). Our framework also performs well for these special cases. Notably, the absence of a rigid subdivision structure allows more accurate approximations than with existing schemes. We include results for these cases as well as for general meshes.
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 only semiregular meshes. The original mesh is typically decomposed into a set of disklike charts, onto which the geometry is parametrized and sampled. In this paper, we propose to remesh an arbitrary surface onto a completely regular structure we call a geometry image. It captures geometry as a simple 2D array of quantized points. Surface signals like normals and colors are stored in similar 2D arrays using the same implicit surface parametrization — texture coordinates are absent. To create a geometry image, we cut an arbitrary mesh along a network of edge paths, and parametrize the resulting single chart onto a square. Geometry images can be encoded using traditional image compression algorithms, such as waveletbased coders.
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 observation is that the hierarchy of nested spaces which is the structural core element of most multiresolution algorithms can be replaced by the sequence of intermediate meshes emerging from the application of incremental mesh decimation. Performing such schemes with local frame coding of the detail coefficients already provides effective and efficient algorithms to extract multiresolution information from unstructured meshes. In combination with discrete fairing techniques, i.e., the constrained minimization of discrete energy functionals, we obtain very fast mesh smoothing algorithms which are able to reduce noise from a geometrically specified frequency band in a multiresolution decomposition. Putting mesh hierarchies, local frame coding and multilevel smoothing together allows us to propose a flexible and intuitive paradigm for interactive detailpreserving mesh modification. We show examples generated by our mesh modeling tool implementation to demonstrate its functionality.
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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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, viewdependent 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 frametoframe coherence to operate at high frame rates for thousands of triangles per frame. Our method, dubbed Realtime Optimally Adapting Meshes (ROAM), uses two priority queues to drive split and merge operations that maintain continuous triangulations built from preprocessed bintree triangles. We introduce two additional performance optimizations: incremental triangle stripping and prioritycomputation deferral lists. ROAM execution time is proportionate to the number of triangle changes per frame, which is typically a few percent of the output mesh size, hence ROAM performance is insensitive to the resolution and extent of the input terrain. Dynamic terrain and simple vertex morphing are supported.
Geometric Compression through Topological Surgery
 ACM TRANSACTIONS ON GRAPHICS
, 1998
"... ... this article introduces a new compressed representation for complex triangulated models and simple, yet efficient, compression and decompression algorithms. In this scheme, vertex positions are quantized within the desired accuracy, a vertex spanning tree is used to predict the position of each ..."
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Cited by 283 (28 self)
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... this article introduces a new compressed representation for complex triangulated models and simple, yet efficient, compression and decompression algorithms. In this scheme, vertex positions are quantized within the desired accuracy, a vertex spanning tree is used to predict the position of each vertex from 2, 3, or 4 of its ancestors in the tree, and the correction vectors are entropy encoded. Properties, such as normals, colors, and texture coordinates, are compressed in a similar manner. The connectivity is encoded with no loss of information to an average of less than two bits per triangle. The vertex spanning tree and a small set of jump edges are used to split the model into a simple polygon. A triangle spanning tree and a sequence of marching bits are used to encode the triangulation of the polygon. Our approach improves on Michael Deering's pioneering results by exploiting the geometric coherence of several ancestors in the vertex spanning tree, preserving the connectivity with no loss of information, avoiding vertex repetitions, and using about three times fewer bits for the connectivity. However, since decompression requires random access to all vertices, this method must be modified for hardware rendering with limited onboard memory. Finally, we demonstrate implementation results for a variety of VRML models with up to two orders of magnitude compression
MAPS: Multiresolution Adaptive Parameterization of Surfaces
, 1998
"... We construct smooth parameterizations of irregular connectivity triangulations of arbitrary genus 2manifolds. Our algorithm uses hierarchical simplification to efficiently induce a parameterization of the original mesh over a base domain consisting of a small number of triangles. This initial param ..."
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Cited by 265 (12 self)
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We construct smooth parameterizations of irregular connectivity triangulations of arbitrary genus 2manifolds. Our algorithm uses hierarchical simplification to efficiently induce a parameterization of the original mesh over a base domain consisting of a small number of triangles. This initial parameterization is further improved through a hierarchical smoothing procedure based on Loop subdivision applied in the parameter domain. Our method supports both fully automatic and user constrained operations. In the latter, we accommodate point and edge constraints to force the align # wailee@cs.princeton.edu + wim@belllabs.com # ps@cs.caltech.edu cowsar@belllabs.com dpd@cs.princeton.edu ment of isoparameter lines with desired features. We show how to use the parameterization for fast, hierarchical subdivision connectivity remeshing with guaranteed error bounds. The remeshing algorithm constructs an adaptively subdivided mesh directly without first resorting to uniform subdivision followed by subsequent sparsification. It thus avoids the exponential cost of the latter. Our parameterizations are also useful for texture mapping and morphing applications, among others.
Smooth ViewDependent LevelofDetail Control and Its Application to Terrain Rendering
"... The key to realtime rendering of largescale surfaces is to locally adapt surface geometric complexity to changing view parameters. Several schemes have been developed to address this problem of viewdependent levelofdetail control. Among these, the viewdependent progressive mesh (VDPM) framewor ..."
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Cited by 264 (1 self)
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The key to realtime rendering of largescale surfaces is to locally adapt surface geometric complexity to changing view parameters. Several schemes have been developed to address this problem of viewdependent levelofdetail control. Among these, the viewdependent progressive mesh (VDPM) framework represents an arbitrary triangle mesh as a hierarchy of geometrically optimized refinement transformations, from which accurate approximating meshes can be efficiently retrieved. In this paper we extend the general VDPM framework to provide temporal coherence through the runtime creation of geomorphs. These geomorphs eliminate "popping" artifacts by smoothly interpolating geometry. Their implementation requires new outputsensitive data structures, which have the added benefit of reducing memory use.
The Power Crust
, 2001
"... The power crust is a construction which takes a sample of points from the surface of a threedimensional object and produces a surface mesh and an approximate medial axis. The approach is to first approximate the medial axis transform (MAT) of the object. We then use an inverse transform to produce ..."
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Cited by 259 (7 self)
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The power crust is a construction which takes a sample of points from the surface of a threedimensional object and produces a surface mesh and an approximate medial axis. The approach is to first approximate the medial axis transform (MAT) of the object. We then use an inverse transform to produce the surface representation from the MAT.