Optimizing triangle strips for fast rendering
Proceedings of the 7th conference on Visualization '96
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Skip strips: maintaining triangle strips for view-dependent rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Temporal and spatial level of details for dynamic meshes
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
Metamorphosis of Arbitrary Triangular Meshes
IEEE Computer Graphics and Applications
A Developer's Survey of Polygonal Simplification Algorithms
IEEE Computer Graphics and Applications
Tunneling for triangle strips in continuous level-of-detail meshes
GRIN'01 No description on Graphics interface 2001
DStrips: Dynamic Triangle Strips for Real-Time Mesh Simplification and Rendering
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Pose-independent simplification of articulated meshes
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Progressive multiresolution meshes for deforming surfaces
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
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Applications such as video games or movies often contain deforming meshes. The most-commonly used representation of these types of meshes consists in dense polygonal models. Such a large amount of geometry can be efficiently managed by applying level-of-detail techniques and specific solutions have been developed in this field. However, these solutions do not offer a high performance in real-time applications. We thus introduce a multiresolution scheme for deforming meshes. It enables us to obtain different approximations over all the frames of an animation. Moreover, we provide an efficient connectivity coding by means of triangle strips as well as a flexible framework adapted to the GPU pipeline. Our approach enables real-time performance and, at the same time, provides accurate approximations.