SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
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
Smooth view-dependent level-of-detail control and its application to terrain rendering
Proceedings of the conference on Visualization '98
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This paper presents an efficient method for real-time generation of progressive mesh. In our algorithm, only the current mesh and local information of each vertex, such as vertex position, edge length, neighboring vertices, adjacent faces, and face normals are considered at each simplification step. All edge collapse costs are calculated and sorted into a binary tree using heap sort algorithm at initial stage. The whole complexity of the algorithm is O(n*lg(n)). Other properties such as vertex color and face texture are processed in the same way as geometry. Test shows that the algorithm is viable in real-time simplification for medium scale virtual models on PC platforms.