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Hierarchical parametrization of triangulated surfaces
- Proceedings of Vision, Modeling, and Visualization 1999
, 1999
"... The problem of creating global parametriza-tions of triangulated surfaces is fundamental for many applications in computer-aided geo-metric design (CAGD). Although several so-lutions to this problem exist, most of them be-come considerably slow as the number of tri-angles increases, because large, i ..."
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Cited by 28 (6 self)
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The problem of creating global parametriza-tions of triangulated surfaces is fundamental for many applications in computer-aided geo-metric design (CAGD). Although several so-lutions to this problem exist, most of them be-come considerably slow as the number of tri-angles increases, because large, ill-conditioned problems have to be solved. We show how the hierarchical representation of a triangulated surface can be exploited to establish a strat-egy that is similar to multigrid methods and guarantees fast convergence rates. 1
Model-Aided Coding Of Multi-Viewpoint Image Data
- in Proceedings of the IEEE International Conference on Image Processing ICIP-2000
, 2000
"... The paper presents a new coding technique for images taken from arbitrary recording positions around a static scene, based on reconstructed object geometry. Such data structures occur in image-based rendering applications where many hundreds to thousands of images need to be stored and transmitted. ..."
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Cited by 24 (16 self)
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The paper presents a new coding technique for images taken from arbitrary recording positions around a static scene, based on reconstructed object geometry. Such data structures occur in image-based rendering applications where many hundreds to thousands of images need to be stored and transmitted. Approximate scene geometry enables disparity compensation as well as occlusion detection, leading to improved image prediction. Images are coded in hierarchical order to ensure efficient exploitation of inter-image similarities. The 3-D geometry model allows rendering new views by warping recorded images. The presented algorithm is validated using real-world image data sets, achieving better than 1000:1 compression at acceptable reconstruction quality.
Time-critical Multiresolution Scene Rendering
- IEEE Visualization
, 1999
"... We describe a framework for time-critical rendering of graphics scenes composed of a large number of objects having complex geometric descriptions. Our technique relies upon a scene description in which objects are represented as multiresolution meshes. We perform a constrained optimization at each ..."
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Cited by 17 (0 self)
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We describe a framework for time-critical rendering of graphics scenes composed of a large number of objects having complex geometric descriptions. Our technique relies upon a scene description in which objects are represented as multiresolution meshes. We perform a constrained optimization at each frame to choose the resolution of each potentially visible object that generates the best quality image while meeting timing constraints. The technique provides smooth level-of-detail control and aims at guaranteeing a uniform, bounded frame rate even for widely changing viewing conditions. The optimization algorithm is independent from the particular data structure used to represent multiresolution meshes. The only requirements are the ability to represent a mesh with an arbitrary number of triangles and to traverse a mesh structure at an arbitrary resolution in a short predictable time. A data structure satisfying these criteria is described and experimental results are discussed. Keyword...
Fast Mesh Simplification For Progressive Transmission
- PROC. INT’L CONF. MULTIMEDIA AND EXPO (ICME
, 2000
"... A very fast mesh simplification algorithm based on half-edge collapse is proposed in this work with a focus on progressive graphic transmission applications. We generalize the Quadric Error Metric (QEM) method to accommodate new topological operations. A flatness criterion is combined with the defin ..."
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Cited by 6 (0 self)
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A very fast mesh simplification algorithm based on half-edge collapse is proposed in this work with a focus on progressive graphic transmission applications. We generalize the Quadric Error Metric (QEM) method to accommodate new topological operations. A flatness criterion is combined with the defined metric to preserve the visual quality of simplified meshes. We further adopt the vertex-based priority queue to accelerate the simplification speed. It is shown by experimental results that our method can achieve similar results as the QEM algorithm with a faster speed.
Geometry and Rendering Optimizations for the Interactive Visualization of Crash-Worthiness Simulations
- In Proceedings of SPIE, Visual Data Exploration and Analysis VII
, 2000
"... Todays car body models used for crash-worthiness simulations consist of around half a million finite elements. The interactive visualization of these large scale time-dependent geometries with constant topology on workstation platforms requires a variety of modeling and rendering optimizations. We p ..."
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Cited by 4 (3 self)
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Todays car body models used for crash-worthiness simulations consist of around half a million finite elements. The interactive visualization of these large scale time-dependent geometries with constant topology on workstation platforms requires a variety of modeling and rendering optimizations. We present a memory efficient scene graph design, an algorithm to concatenate the mainly four-sided elements into optimal quadrilateral strips, and a simplifier which generates an approximating triangle mesh by using the one-sided Hausdorff distance as an error measure. Furthermore we describe a technique to explore scalar data mapped onto complex scenes by hiding geometry with values outside an interactively specified range of interest. These optimizations allow for the first time interactive visualization of a full car crash on medium range graphics workstations. They are embedded in an application which is based on Cosmo3D / OpenGL Optimizer. It was developed in close cooperation with the BMW...
Exploring Virtual Prototypes Using Time-Critical Multiresolution Rendering
, 1999
"... . We present an application of our time-critical multiresolution rendering algorithm to the visual and possibly collaborative exploration of large digital mock-ups. Our technique relies upon a scene description in which objects are represented as multiresolution meshes. We perform a constrained ..."
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Cited by 2 (1 self)
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. We present an application of our time-critical multiresolution rendering algorithm to the visual and possibly collaborative exploration of large digital mock-ups. Our technique relies upon a scene description in which objects are represented as multiresolution meshes. We perform a constrained optimization at each frame to choose the resolution of each potentially visible object that generates the best quality image while meeting timing constraints. We present numerical and pictorial results of the experiments performed that support our claim that we can maintain a fixed frame-rate even when rendering very large datasets on low-end graphics PCs. 1 Introduction When undertaking a large and long-time lasting engineering or architectural project, it is vital to verify quite often what could be the consequences of the decisions taken during the design phase. Nowadays this is usually done by crafting physical mock-ups, typically made of wood or plaster, that help the designers t...
Methods for dynamic mesh size reduction -- State of the Art and concept of doctoral thesis
, 2006
"... This work focuses on processing of dynamic meshes, i.e. series of triangular meshes of equal connectivity which represent an evolution of a model in time. The main goal is to reduce the storage and transmission cost. The work covers the state of the art in the fields of compression and simplificatio ..."
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This work focuses on processing of dynamic meshes, i.e. series of triangular meshes of equal connectivity which represent an evolution of a model in time. The main goal is to reduce the storage and transmission cost. The work covers the state of the art in the fields of compression and simplification of triangular meshes. By compression we mean methods of encoding the mesh without altering its connectivity. Usually some sort of vertex position prediction is used, combined with delta coding of residuals. PCA (Principal Component Analysis) based compression methods are also mentioned. The simplification methods on the other hand reduce the storage cost of a dynamic mesh by changing its connectivity. There are only a few methods that are directly targeted on dynamic mesh simplification, and therefore we also discuss methods for static mesh simplification. In the last section of the state of the art we present methods for comparing dynamic meshes that can be used to evaluate the processing methods. We present the basic MSE based PSNR metric, we point out is disadvantages, and present our solution to this problem based on Hausdorff distance. In the last chapter we discuss the possible directions of future research in the fields of compression and simplification methods. We sketch possible ways of extension of the static mesh simplification methods to the dynamic case, and we also discuss some minor concrete ideas for improvement in the field covered by the state of the art.
TOM: Totally Ordered Mesh - A multiresolution structure for time critical graphics applications
, 2001
"... Tridimensional interactive applications are confronted to situations where very large databases have to be animated, transmitted and displayed in very short bounded times. As it is generally impossible to handle the complete graphics description while meeting timing constraint, techniques enabling t ..."
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Tridimensional interactive applications are confronted to situations where very large databases have to be animated, transmitted and displayed in very short bounded times. As it is generally impossible to handle the complete graphics description while meeting timing constraint, techniques enabling the extraction and manipulation of a significant part of the geometric database have been the focus of many research works in the field of computer graphics. Multiresolution representations of 3D models provide access to 3D objects at arbitrary resolutions while minimizing appearance degradation. Several kinds of data structures have been recently proposed for dealing with polygonal or parametric representations, but where not generally optimized for time-critical applications. We describe the TOM (Totally Ordered Mesh), a multiresolution triangle mesh structure tailored to the support of time-critical adaptive rendering. The structure grants high speed access to the continuous levels of deta...
Time-critical Multiresolution Scene Rendering Enrico Gobbetti*
"... We describe a framework for time-critical rendering of graphics scenes composed of a large number of objects having complex geometric descriptions. Our technique relies upon a scene description in which objects are represented as multiresolution meshes. We perform a constrained optimization at each ..."
Abstract
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We describe a framework for time-critical rendering of graphics scenes composed of a large number of objects having complex geometric descriptions. Our technique relies upon a scene description in which objects are represented as multiresolution meshes. We perform a constrained optimization at each frame to choose the resolution of each potentially visible object that generates the best quality image while meeting timing constraints, The technique provides smooth level-of-detail control and aims at guaranteeing a uniform, bounded frame rate even for widely changing viewing conditions. The optimization algorithm is independent from the particular data structure used to represent multiresolution meshes. The only requirements are the ability to represent a mesh with an arbitrary number of triangles and to traverse a mesh structure at an arbitrary resolution in a short predictable time. A data structure satisfying these criteria is described and experimental results are discussed.