Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Appearance-preserving simplification
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A general method for preserving attribute values on simplified meshes
Proceedings of the conference on Visualization '98
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Texture mapping progressive meshes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Painting and rendering textures on unparameterized models
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Variational shape approximation
ACM SIGGRAPH 2004 Papers
Visibility based methods and assessment for detail-recovery
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Glift: Generic, efficient, random-access GPU data structures
ACM Transactions on Graphics (TOG)
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Compressed random-access trees for spatially coherent data
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Rapid visualization of large point-based surfaces
VAST'05 Proceedings of the 6th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Multiresolution interblock interpolation in direct volume rendering
EUROVIS'06 Proceedings of the Eighth Joint Eurographics / IEEE VGTC conference on Visualization
Progressive transmission of appearance preserving octree-textures
Web3D '08 Proceedings of the 13th international symposium on 3D web technology
IGT: inverse geometric textures
ACM SIGGRAPH Asia 2008 papers
Recovering geometric detail by octree normal maps
Transactions on Edutainment VII
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Because of their geometric complexity, high resolution 3D models, either designed in high-end modeling packages or acquired with range scanning devices, cannot be directly used in applications that require rendering at interactive framerates. One clever method to overcome this limitation is to perform an appearance preserving geometry simplification, by replacing the original model with a low resolution mesh equipped with high resolution normal maps. This process visually preserves small scale features from the initial geometry, while only requiring a reduced set of polygons. However, this conversion usually relies on some kind of global or piecewise parameterization, combined with the generation of a texture atlas, a process that is computationally expensive and requires precise user supervision. In this paper, we propose an alternative method in which the normal field of a high resolution model is adaptively sampled and encoded in an octree-based data structure, that we call appearance preserving octree-texture (APO). Our main contributions are: a normal-driven octree generation, a compact encoding and an efficient look-up algorithm. Our method is efficient, totally automatic, and avoids the expensive creation of a parameterization with its corresponding texture atlas.