We present an approach to view-dependent triangle mesh simplification based on vertex removal, which focuses on allowing the execution of a large number of operations in parallel. The individual vertex removal operations are designed to be applied without any need for communication or synchronisation between operations, thus allowing an efficient implementation on modern GPUs to reduce the computation time for the coarse mesh. Since we cannot compute the entire simplification in a single step and have to perform several iterations of parallel vertex removal, we aim to maximize the number of vertices removed from the mesh in each iteration to efficiently use the available hardware and reduce the number of necessary iterations. The removal op...
A vertex-clustering simplification is a kind of model simplification. It is difficult for the vertex...
Advance three-dimensional (3D) scanning devices can create very detail complex 3D polygonal models. ...
Extensive research has been carried out in multiresolution models for many decades. The tendency in...
We present an approach to triangle mesh simplification designed to be executed on the GPU. We use a ...
Highly detailed models are a requirement for many applications in computer graphics. The necessary l...
Due to advances in high-performance computing technologies, computer graphics techniques—especially ...
International audienceIn this paper we present a GPU-based method for removing shape details of 3D-m...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
In this article a new general algorithm for triangular mesh simplification is proposed. The algorith...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-rest...
ABSTRACT: Surface models containing billions of polygons are becoming more frequent in computer grap...
We consider the problem of simplifying a planar triangle mesh using edge contractions, under the res...
The aim of the computer graphics is to visualise models of real-world objects. The visualization of ...
View-dependent multiresolution rendering places a heavy load on CPU. This paper presents a new metho...
A vertex-clustering simplification is a kind of model simplification. It is difficult for the vertex...
Advance three-dimensional (3D) scanning devices can create very detail complex 3D polygonal models. ...
Extensive research has been carried out in multiresolution models for many decades. The tendency in...
We present an approach to triangle mesh simplification designed to be executed on the GPU. We use a ...
Highly detailed models are a requirement for many applications in computer graphics. The necessary l...
Due to advances in high-performance computing technologies, computer graphics techniques—especially ...
International audienceIn this paper we present a GPU-based method for removing shape details of 3D-m...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
In this article a new general algorithm for triangular mesh simplification is proposed. The algorith...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-rest...
ABSTRACT: Surface models containing billions of polygons are becoming more frequent in computer grap...
We consider the problem of simplifying a planar triangle mesh using edge contractions, under the res...
The aim of the computer graphics is to visualise models of real-world objects. The visualization of ...
View-dependent multiresolution rendering places a heavy load on CPU. This paper presents a new metho...
A vertex-clustering simplification is a kind of model simplification. It is difficult for the vertex...
Advance three-dimensional (3D) scanning devices can create very detail complex 3D polygonal models. ...
Extensive research has been carried out in multiresolution models for many decades. The tendency in...