Meshes with (recursive) subdivision connectivity, such as subdivision surfaces, are increasingly popular in computer graphics. They present several advantages over their Delaunay-type based counterparts, e.g., Triangulated Irregular Networks (TINs), such as efficient processing, compact storage and numerical robustness. A mesh having subdivision connectivity can be described using a tree structure and recent work exploits this inherent hierarchy in applications such as progressive terrain visualization, surface compression and transmission. We propose a hierarchical, fine to coarse (i.e., using vertex decimation) algorithm to reduce the number of vertices in meshes whose connectivity is based on quadrilateral quadrisection (e.g., subdivisio...
In recent years, mesh subdivision---the process of forging smooth free-form surfaces from coarse pol...
International audienceIn this paper we present a new framework, based on subdivision surface approxi...
We describe a method of improving the appearance of a low vertex count mesh in a manner that is guid...
Meshes with (recursive) subdivision connectivity, such as subdivision surfaces, are increasingly pop...
AbstractMeshes with (recursive) subdivision connectivity, such as subdivision surfaces, are increasi...
This paper presents a linear running time optimization algorithm for meshes with subdivision connect...
AbstractThe use of polygonal meshes for the representation of highly complex geometric objects has b...
The thesis studies the optimization of a specific type of computer graphic representation: polygon-b...
In this paper we introduce a fast and efficient linear time and space algorithm to detect and recons...
AbstractTriangle meshes are a standard representation for surface geometry in computer graphics and ...
AbstractA new progressive compression algorithm for arbitrary topology with highly detailed triangle...
Due to the surface meshes produced at increasing complexity in many applications, interest in effici...
International audienceIn this paper we present a new framework, based on subdivision surface approxi...
Gradient meshes, an advanced vector graphics primitive, are widely used by designers for creating sc...
For twenty years, it has been clear that many datasets are excessively complex for applications such...
In recent years, mesh subdivision---the process of forging smooth free-form surfaces from coarse pol...
International audienceIn this paper we present a new framework, based on subdivision surface approxi...
We describe a method of improving the appearance of a low vertex count mesh in a manner that is guid...
Meshes with (recursive) subdivision connectivity, such as subdivision surfaces, are increasingly pop...
AbstractMeshes with (recursive) subdivision connectivity, such as subdivision surfaces, are increasi...
This paper presents a linear running time optimization algorithm for meshes with subdivision connect...
AbstractThe use of polygonal meshes for the representation of highly complex geometric objects has b...
The thesis studies the optimization of a specific type of computer graphic representation: polygon-b...
In this paper we introduce a fast and efficient linear time and space algorithm to detect and recons...
AbstractTriangle meshes are a standard representation for surface geometry in computer graphics and ...
AbstractA new progressive compression algorithm for arbitrary topology with highly detailed triangle...
Due to the surface meshes produced at increasing complexity in many applications, interest in effici...
International audienceIn this paper we present a new framework, based on subdivision surface approxi...
Gradient meshes, an advanced vector graphics primitive, are widely used by designers for creating sc...
For twenty years, it has been clear that many datasets are excessively complex for applications such...
In recent years, mesh subdivision---the process of forging smooth free-form surfaces from coarse pol...
International audienceIn this paper we present a new framework, based on subdivision surface approxi...
We describe a method of improving the appearance of a low vertex count mesh in a manner that is guid...