Dynamic view-dependent simplification for polygonal models
Proceedings of the 7th conference on Visualization '96
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
Geometric compression through topological surgery
ACM Transactions on Graphics (TOG)
Progressive forest split compression
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
3D Compression Made Simple: Edgebreaker with Zip&Wrap on a Corner-Table
SMI '01 Proceedings of the International Conference on Shape Modeling & Applications
An Improved N-Bit to N-Bit Reversible Haar-Like Transform
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Quick-VDR: Interactive View-Dependent Rendering of Massive Models
VIS '04 Proceedings of the conference on Visualization '04
Hardware-compatible vertex compression using quantization and simplification
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
GoLD: interactive display of huge colored and textured models
ACM SIGGRAPH 2005 Papers
Geometry engine optimization: cache friendly compressed representation of geometry
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Technical strategies for massive model visualization
Proceedings of the 2008 ACM symposium on Solid and physical modeling
The State of the Art in Mobile Graphics Research
IEEE Computer Graphics and Applications
Technologies for 3D mesh compression: A survey
Journal of Visual Communication and Image Representation
Proceedings of the 15th International Conference on Web 3D Technology
Remote scientific visualization of progressive 3D meshes with X3D
Proceedings of the 15th International Conference on Web 3D Technology
Fast low-memory seamless photo blending on massive point clouds using a streaming framework
Journal on Computing and Cultural Heritage (JOCCH)
Google Body: 3D human anatomy in the browser
ACM SIGGRAPH 2011 Talks
Proceedings of the 17th International Conference on 3D Web Technology
On floating-point normal vectors
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
SPBG'04 Proceedings of the First Eurographics conference on Point-Based Graphics
Data-Parallel Decompression of Triangle Mesh Topology
Computer Graphics Forum
Coarse-grained multiresolution structures for mobile exploration of gigantic surface models
SIGGRAPH Asia 2013 Symposium on Mobile Graphics and Interactive Applications
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We present a software architecture for distributing and rendering gigantic 3D triangle meshes on common handheld devices. Our approach copes with strong bandwidth and hardware capabilities limitations in terms with a compression-domain adaptive multiresolution rendering approach. The method uses a regular conformal hierarchy of tetrahedra to spatially partition the input 3D model and to arrange mesh fragments at different resolution. We create compact GPU-friendly representations of these fragments by constructing cache-coherent strips that index locally quantized vertex data, exploiting the bounding tetrahedron for creating local barycentic parametrization of the geometry. For the first time, this approach supports local quantization in a fully adaptive seamless 3D mesh structure. For web distribution, further compression is obtained by exploiting local data coherence for entropy coding. At run-time, mobile viewer applications adaptively refine a local multiresolution model maintained in a GPU by asynchronously loading from a web server the required fragments. CPU and GPU cooperate for decompression, and a shaded rendering of colored meshes is performed at interactive speed directly from an intermediate compact representation using only 8bytes/vertex, therefore coping with both memory and bandwidth limitations. The quality and performance of the approach is demonstrated with the interactive exploration of gigatriangle-sized models on common mobile platforms.