SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd 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
Progressive compression of arbitrary triangular meshes
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
ACM Transactions on Graphics (TOG)
Locally Toleranced Surface Simplification
IEEE Transactions on Visualization and Computer Graphics
Perceptually Optimized 3D Graphics
IEEE Computer Graphics and Applications
Perceptually guided simplification of lit, textured meshes
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Perceptually-Driven Simplification for Interactive Rendering
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Wavelet-Based Progressive Compression Scheme for Triangle Meshes: Wavemesh
IEEE Transactions on Visualization and Computer Graphics
Wavelet-Based Multiresolution Analysis of Irregular Surface Meshes
IEEE Transactions on Visualization and Computer Graphics
Follow-me application: active visitor guidance system
SenSys '04 Proceedings of the 2nd international conference on Embedded networked sensor systems
Pareto based optimization of multi-resolution geometry for real time rendering
Web3D '05 Proceedings of the tenth international conference on 3D Web technology
Designing Graphics Programming Interfaces for Mobile Devices
IEEE Computer Graphics and Applications
The JPEG2000 still image coding system: an overview
IEEE Transactions on Consumer Electronics
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Graphics on mobile devices is becoming popular because untethered computing is convenient and makes workers more productive. Mobile displays have a wide range of resolutions that affect the scene Level-of-Detail LoD that users can perceive: smaller displays show less detail, therefore lower resolution meshes and textures are acceptable. Mobile devices frequently have limited battery energy, low memory and disk space. To minimize wasting limited system resources, the authors render mobile graphics scenes at the lowest LoD at which users do not perceive distortion due to simplification. This is called LoD the Point of Imperceptibility PoI. Increasing the mesh or texture resolution beyond the PoI wastes valuable system resources without increasing perceivable visual realism. The authors propose a perceptual metric that can easily be evaluated to identify the LoD corresponding to a target mobile display's PoI and accounts for object geometry, lighting and shading. Previous work did not directly compute changes in the PoI due to target screen resolution. The perceptual metric generates a screen-dependent Pareto distribution with a knee point that corresponds to the PoI. We employ wavelets for simplification, which gives direct access to the mesh undulation frequency that we then use to parameterize the CSF curve.