Abstract. This paper introduces Stellar Simplification, a fast implementation of the Four–Face Cluster algorithm. In our version of this mesh simplification scheme, we adopt a probabilistic heuristic that substitutes the priority queue of the original algorithm. This made our version, in average, 40 % faster. In our implementation, we adopt a very concise data structure which uses only two arrays of integers to represent the surface topology. We also introduce a new scheme to encode and decode the hierarchy of meshes generated by the simplification algorithm. This scheme can be used for progressive transmission and compression of meshes
We describe data structures for representing simplicial meshes compactly while supporting online que...
In this article a new general algorithm for triangular mesh simplification is proposed. The algorith...
We present an approach to triangle mesh simplification designed to be executed on the GPU. We use a ...
Due to advances in high-performance computing technologies, computer graphics techniques—especially ...
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-rest...
Mesh simplification is an important problem in computer graphics. Given a polygonal mesh, the goal ...
International audienceThe progressive mesh representation is in general introduced for a continuous ...
Many applications in computer graphics and related fields can benefit fromautomatic simplification...
Within this paper, we present a novel, straightforward progressive encoding scheme for general trian...
A vertex-clustering simplification is a kind of model simplification. It is difficult for the vertex...
We describe data structures for representing simplicial meshes compactly while supporting online que...
A great many modern applications make extensive use of spatialized data both scanned from the physic...
ABSTRACT: Surface models containing billions of polygons are becoming more frequent in computer grap...
The aim of the computer graphics is to visualise models of real-world objects. The visualization of ...
As polygonal models rapidly grow to sizes orders of magnitudes bigger than the memory of commodity w...
We describe data structures for representing simplicial meshes compactly while supporting online que...
In this article a new general algorithm for triangular mesh simplification is proposed. The algorith...
We present an approach to triangle mesh simplification designed to be executed on the GPU. We use a ...
Due to advances in high-performance computing technologies, computer graphics techniques—especially ...
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-rest...
Mesh simplification is an important problem in computer graphics. Given a polygonal mesh, the goal ...
International audienceThe progressive mesh representation is in general introduced for a continuous ...
Many applications in computer graphics and related fields can benefit fromautomatic simplification...
Within this paper, we present a novel, straightforward progressive encoding scheme for general trian...
A vertex-clustering simplification is a kind of model simplification. It is difficult for the vertex...
We describe data structures for representing simplicial meshes compactly while supporting online que...
A great many modern applications make extensive use of spatialized data both scanned from the physic...
ABSTRACT: Surface models containing billions of polygons are becoming more frequent in computer grap...
The aim of the computer graphics is to visualise models of real-world objects. The visualization of ...
As polygonal models rapidly grow to sizes orders of magnitudes bigger than the memory of commodity w...
We describe data structures for representing simplicial meshes compactly while supporting online que...
In this article a new general algorithm for triangular mesh simplification is proposed. The algorith...
We present an approach to triangle mesh simplification designed to be executed on the GPU. We use a ...