SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Model simplification using vertex-clustering
Proceedings of the 1997 symposium on Interactive 3D graphics
View-dependent refinement of progressive meshes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
View-dependent simplification of arbitrary polygonal environments
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
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
Simplifying surfaces with color and texture using quadric error metrics
Proceedings of the conference on Visualization '98
Fast and memory efficient polygonal simplification
Proceedings of the conference on Visualization '98
Out-of-core simplification of large polygonal models
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
An improved equivalence algorithm
Communications of the ACM
Texture mapping progressive meshes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Introduction to Algorithms: A Creative Approach
Introduction to Algorithms: A Creative Approach
Superfaces: Polygonal Mesh Simplification with Bounded Error
IEEE Computer Graphics and Applications
New quadric metric for simplifying meshes with appearance attributes
VISUALIZATION '99 Proceedings of the 10th IEEE Visualization 1999 Conference (VIS '99)
Microsoft DirectX 9 Programmable Graphics Pipeline
Microsoft DirectX 9 Programmable Graphics Pipeline
Real-time mesh simplification using the GPU
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Scalable Parallel Programming with CUDA
Queue - GPU Computing
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We present a rapid simplification algorithm for meshes with multiple vertex attributes, targeted at rendering acceleration for realtime applications. Such meshes potentially feature normals, tangents, one or more texture coordinate sets, and animation information, such as blend weights and indices. Simplification algorithms in the literature typically focus on position-based meshes only, though extensions to handle surface attributes have been explored for those techniques based on iterative edge contraction. We show how to achieve the same goal for the faster class of algorithms based on vertex clustering, despite the comparative lack of connectivity information available. In particular, we show how to handle attribute discontinuities, preserve thin features, and avoid animation-unfriendly contractions, all issues which prevent the base algorithm from being used in a production situation. Our application area is the generation of multiple levels of detail for player-created meshes at runtime, while the main game process continues to run. As such the robustness of the simplification algorithm employed is key; ours has been run successfully on many millions of such models, with no preprocessing required. The algorithm is of application anywhere rapid mesh simplification of standard textured and animated models is desired.