We present an approach to triangle mesh simplification designed to be executed on the GPU. We use a quadric error metric to calculate an error value for each vertex of the mesh and order all vertices based on this value. This step is followed by the parallel removal of a number of vertices with the lowest calculated error values. To allow for the parallel removal of multiple vertices we use a set of per-vertex boundaries that prevent mesh foldovers even when simplification operations are performed on neighbouring vertices. We execute multiple iterations of the calculation of the vertex errors, ordering of the error values and removal of vertices until either a desired number of vertices remains in the mesh or a minimum error value is reache...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
A vertex-clustering simplification is a kind of model simplification. It is difficult for the vertex...
(a) front-to-back (b) vertex cache optimized (c) our method Figure 1: Illustration of overdraw and v...
We present an approach to view-dependent triangle mesh simplification based on vertex removal, which...
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...
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-rest...
The aim of the computer graphics is to visualise models of real-world objects. The visualization of ...
We propose a new static high-performance mesh data structure for triangle surface meshes on the GPU....
In this article a new general algorithm for triangular mesh simplification is proposed. The algorith...
Figure 1: A subset of the 10 detail levels for the Welsh Dragon generated with our algorithm. Highly...
mesh simplification, error quadrics, directed edge data structure, vertex sets, border stitching In ...
This paper presents a real-time rendering technique for dynamic, incremental 3D mesh refinement. The...
Advance three-dimensional (3D) scanning devices can create very detail complex 3D polygonal models. ...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
A vertex-clustering simplification is a kind of model simplification. It is difficult for the vertex...
(a) front-to-back (b) vertex cache optimized (c) our method Figure 1: Illustration of overdraw and v...
We present an approach to view-dependent triangle mesh simplification based on vertex removal, which...
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...
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-rest...
The aim of the computer graphics is to visualise models of real-world objects. The visualization of ...
We propose a new static high-performance mesh data structure for triangle surface meshes on the GPU....
In this article a new general algorithm for triangular mesh simplification is proposed. The algorith...
Figure 1: A subset of the 10 detail levels for the Welsh Dragon generated with our algorithm. Highly...
mesh simplification, error quadrics, directed edge data structure, vertex sets, border stitching In ...
This paper presents a real-time rendering technique for dynamic, incremental 3D mesh refinement. The...
Advance three-dimensional (3D) scanning devices can create very detail complex 3D polygonal models. ...
We present a scheme for view-dependent level-of-detail control that is implemented entirely on progr...
A vertex-clustering simplification is a kind of model simplification. It is difficult for the vertex...
(a) front-to-back (b) vertex cache optimized (c) our method Figure 1: Illustration of overdraw and v...