We introduce an approach for efficient distribution and adaptive rendering of 3D mesh models supporting a simple quad parameterization. Our method extends and combines recent results in geometric processing, real-time rendering, and web programming. In particular: we exploit recent results on surface reconstruction and isometric parametrization to transform point clouds into twomanifold meshes whose parametrization domain is a small collection of 2D square regions; we encode the resulting parameterized meshes into a very compact multiresolution structures composed of variable resolution quad patches whose geometry and texture is stored in a tightly packed texture atlas; we adaptively stream and render variable resolution shape representatio...
Triangle meshes have been nearly ubiquitous in computer graphics, and a large body of data structure...
abstract: The video game graphics pipeline has traditionally rendered the scene using a polygonal ap...
The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Ad...
International audienceTriangle meshes have been nearly ubiquitous in computer graphics, and a large ...
International audienceTriangle meshes have been nearly ubiquitous in computer graphics, and a large ...
Surface representations are integral to computer graphics. There are many common types of surface re...
Besides triangle meshes, quadrilateral meshes are the most prominent discrete representation of surf...
Interactive 3D experiences are becoming increasingly available as a part of our every-day life. Exam...
We present a novel method for high-performance GPU based rendering of Catmull-Clark subdivision surf...
It is a challenging work for transmitting the highly detailed surfaces interactively to meet real ti...
Interactive 3D experiences are becoming increasingly available as a part of our every-day life. Exam...
The goal of this thesis was to create a fully automatic processing pipeline to simplify big arbitrar...
The goal of this thesis was to create a fully automatic processing pipeline to simplify big arbitrar...
Quadrilateral meshes are preferred over triangular meshes in the animation and CAD industry, mostly ...
We discuss our experience in creating scalable systems for distributing and rendering gigantic 3D s...
Triangle meshes have been nearly ubiquitous in computer graphics, and a large body of data structure...
abstract: The video game graphics pipeline has traditionally rendered the scene using a polygonal ap...
The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Ad...
International audienceTriangle meshes have been nearly ubiquitous in computer graphics, and a large ...
International audienceTriangle meshes have been nearly ubiquitous in computer graphics, and a large ...
Surface representations are integral to computer graphics. There are many common types of surface re...
Besides triangle meshes, quadrilateral meshes are the most prominent discrete representation of surf...
Interactive 3D experiences are becoming increasingly available as a part of our every-day life. Exam...
We present a novel method for high-performance GPU based rendering of Catmull-Clark subdivision surf...
It is a challenging work for transmitting the highly detailed surfaces interactively to meet real ti...
Interactive 3D experiences are becoming increasingly available as a part of our every-day life. Exam...
The goal of this thesis was to create a fully automatic processing pipeline to simplify big arbitrar...
The goal of this thesis was to create a fully automatic processing pipeline to simplify big arbitrar...
Quadrilateral meshes are preferred over triangular meshes in the animation and CAD industry, mostly ...
We discuss our experience in creating scalable systems for distributing and rendering gigantic 3D s...
Triangle meshes have been nearly ubiquitous in computer graphics, and a large body of data structure...
abstract: The video game graphics pipeline has traditionally rendered the scene using a polygonal ap...
The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Ad...