Figure 1: A subset of the 10 detail levels for the Welsh Dragon generated with our algorithm. Highly detailed models are commonly used in computer games and other interactive rendering applications. In this context, static levels-of-detail are frequently used to achieve real-time frame rates. While this is a simple solution to improve the rendering performance, the additional geometry needs to be stored and loaded into graphics memory. This is especially problematic in online applications, where the data needs to be transmitted over a possibly slow connection. On the other hand, consumer level computers are usually equipped with a graphics card that can be used for general purpose parallel computing. Based on this observation, we propose a ...
We present an approach to triangle mesh simplification designed to be executed on the GPU. We use a ...
Abstract — This article presents highly parallel algorithms for remeshing polygonal models guided by...
Journal ArticleThis paper describes a data parallel method for polygon rendering on a massively para...
Previous approaches using quadric error metric allow fast and accurate geometric simplifications of ...
[[abstract]]The real-time interactive 3D multimedia applications such as 3D computer games and virtu...
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-rest...
The complexity of polygonal models still grows faster than the ability of the graphics hardware to r...
render (a); (c) is a top view of the view frustum with aggregate triangles in black. The same aggreg...
Figure 1: Editing of the Armadillo progressive mesh. Note how the fine geometric details are preserv...
We present a system for rendering very complex 3D models at interactive rates. We select a subset of...
Abstract—Rendering massive 3D models has been recognized as a challenging task. Due to the limited s...
As polygonal models rapidly grow to sizes orders of magnitudes bigger than the memory of commodity w...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
In computer graphics, more and more detailed models are being used to increase the display quality. ...
Reality capture technologies such as laser scanner and photogrammetry are becoming more democratize ...
We present an approach to triangle mesh simplification designed to be executed on the GPU. We use a ...
Abstract — This article presents highly parallel algorithms for remeshing polygonal models guided by...
Journal ArticleThis paper describes a data parallel method for polygon rendering on a massively para...
Previous approaches using quadric error metric allow fast and accurate geometric simplifications of ...
[[abstract]]The real-time interactive 3D multimedia applications such as 3D computer games and virtu...
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-rest...
The complexity of polygonal models still grows faster than the ability of the graphics hardware to r...
render (a); (c) is a top view of the view frustum with aggregate triangles in black. The same aggreg...
Figure 1: Editing of the Armadillo progressive mesh. Note how the fine geometric details are preserv...
We present a system for rendering very complex 3D models at interactive rates. We select a subset of...
Abstract—Rendering massive 3D models has been recognized as a challenging task. Due to the limited s...
As polygonal models rapidly grow to sizes orders of magnitudes bigger than the memory of commodity w...
We present a method for real-time level of detail reduction that is able to display high-complexity ...
In computer graphics, more and more detailed models are being used to increase the display quality. ...
Reality capture technologies such as laser scanner and photogrammetry are becoming more democratize ...
We present an approach to triangle mesh simplification designed to be executed on the GPU. We use a ...
Abstract — This article presents highly parallel algorithms for remeshing polygonal models guided by...
Journal ArticleThis paper describes a data parallel method for polygon rendering on a massively para...