[[abstract]]The real-time interactive 3D multimedia applications such as 3D computer games and virtual reality (VR) have become prominent multimedia applications in recent years. In these applications, both visual fidelity and degree of interactivity are usually crucial to the success or failure of employment. Although the visual fidelity can be increased using more polygons for representing an object, it takes a higher rendering cost and adversely affects the rendering efficiency. To balance between the visual quality and the rendering efficiency, a set of level-of-detail (LOD) meshes has to be generated in advance. In this paper, we propose a highly efficient polygonal mesh simplification algorithm that is capable of generating a set of h...
In this paper we present an optimized view-dependent meshing framework for adaptive and continuous l...
In this paper we present an optimized view-dependent meshing framework for adaptive and continuous l...
Traditional mesh simplification and multiresolution methods cannot work on large models whose data s...
Drastic growth in computer simulations complexity and 3D scanning technology has boosted the size of...
Figure 1: A subset of the 10 detail levels for the Welsh Dragon generated with our algorithm. Highly...
In recent years, multiresolution models have progressed substantially. At the beginning, discrete mo...
The complexity of polygonal models still grows faster than the ability of the graphics hardware to r...
Displaying polygonal vector data is essential in various application scenarios such as geometry visu...
Achieving interactive frame rates for the lowest common denominator of graph-ics hardware (without c...
Virtual worlds and games increasingly deliver 3D meshes over the Internet using instanced file forma...
Interactive visualization of large three-dimensional objects and virtual worlds is an important topi...
International audienceLevel of detail (LoD) method is a key technique for real-time rendering. The g...
The constantly increasing complexity of polygonal models in interactive applications poses two major...
The topic of the thesis is using of OpenSceneGraph, tools for LOD and algorithms for mesh simplifica...
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-rest...
In this paper we present an optimized view-dependent meshing framework for adaptive and continuous l...
In this paper we present an optimized view-dependent meshing framework for adaptive and continuous l...
Traditional mesh simplification and multiresolution methods cannot work on large models whose data s...
Drastic growth in computer simulations complexity and 3D scanning technology has boosted the size of...
Figure 1: A subset of the 10 detail levels for the Welsh Dragon generated with our algorithm. Highly...
In recent years, multiresolution models have progressed substantially. At the beginning, discrete mo...
The complexity of polygonal models still grows faster than the ability of the graphics hardware to r...
Displaying polygonal vector data is essential in various application scenarios such as geometry visu...
Achieving interactive frame rates for the lowest common denominator of graph-ics hardware (without c...
Virtual worlds and games increasingly deliver 3D meshes over the Internet using instanced file forma...
Interactive visualization of large three-dimensional objects and virtual worlds is an important topi...
International audienceLevel of detail (LoD) method is a key technique for real-time rendering. The g...
The constantly increasing complexity of polygonal models in interactive applications poses two major...
The topic of the thesis is using of OpenSceneGraph, tools for LOD and algorithms for mesh simplifica...
Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-rest...
In this paper we present an optimized view-dependent meshing framework for adaptive and continuous l...
In this paper we present an optimized view-dependent meshing framework for adaptive and continuous l...
Traditional mesh simplification and multiresolution methods cannot work on large models whose data s...