ARTSccelerated ray-tracing system
IEEE Computer Graphics and Applications
Efficient Component Labeling of Images of Arbitrary Dimension Represented by Linear Bintrees
IEEE Transactions on Pattern Analysis and Machine Intelligence
Applications of spatial data structures: Computer graphics, image processing, and GIS
Applications of spatial data structures: Computer graphics, image processing, and GIS
The design and analysis of spatial data structures
The design and analysis of spatial data structures
A butterfly subdivision scheme for surface interpolation with tension control
ACM Transactions on Graphics (TOG)
A hierarchical spatial data structure for global geographic information systems
CVGIP: Graphical Models and Image Processing
Finding neighbors of equal size in linear quadtrees and octrees in constant time
CVGIP: Image Understanding
Approximating the minimum weight triangulation
SODA '92 Proceedings of the third annual ACM-SIAM symposium on Discrete algorithms
Journal of Computer and System Sciences - Special issue: 31st IEEE conference on foundations of computer science, Oct. 22–24, 1990
Piecewise smooth surface reconstruction
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Multiresolution analysis of arbitrary meshes
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
View-dependent refinement of progressive meshes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Building and traversing a surface at variable resolution
VIS '97 Proceedings of the 8th conference on Visualization '97
ACM Computing Surveys (CSUR)
Communications of the ACM
An effective way to represent quadtrees
Communications of the ACM
Multidimensional binary search trees used for associative searching
Communications of the ACM
Indexing on Spherical Surfaces Using Semi-Quadcodes
SSD '93 Proceedings of the Third International Symposium on Advances in Spatial Databases
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Efficient computation and data structures for graphics.
Efficient computation and data structures for graphics.
Rendering and managing spherical data with sphere quadtrees
VIS '90 Proceedings of the 1st conference on Visualization '90
Parallel complete remeshing for adaptive schemes
International Journal of Computational Science and Engineering
Optimization of quadtree triangulation for terrain models
ACIVS'07 Proceedings of the 9th international conference on Advanced concepts for intelligent vision systems
A new method for quadtree triangulation
ACMOS'07 Proceedings of the 9th WSEAS international conference on Automatic control, modelling and simulation
Tetra-trees properties in graphic interaction
Graphical Models
Refinement and Connectivity Algorithms for Adaptive Discontinuous Galerkin Methods
SIAM Journal on Scientific Computing
A seamless visualizaton model of the global terrain based on the QTM
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
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Techniques are presented for navigating between adjacent triangles of greater or equal size in a hierarchical triangle mesh where the triangles are obtained by a recursive quadtree-like subdivision of the underlying space into four equilateral triangles. These techniques are useful in a number of applications, including finite element analysis, ray tracing, and the modeling of spherical data. The operations are implemented in a manner analogous to that used in a quadtree representation of data on the two-dimensional plane where the underlying space is tessellated into a square mesh. A new technique is described for labeling the triangles, which is useful in implementing the quadtree triangle mesh as a linear quadtree (i.e., a pointer-less quadtree); the navigation can then take place in this linear quadtree. When the neighbors are of equal size, the algorithms have a worst-case constant time complexity. The algorithms are very efficient, as they make use of just a few bit manipulation operations, and can be implemented in hardware using just a few machine language instructions. The use of these techniques when modeling spherical data by projecting it onto the faces of a regular solid whose faces are equilateral triangles, which are represented as quadtree triangle meshes, is discussed in detail. The methods are applicable to the icosahedron, octahedron, and tetrahedron. The difference lies in the way transitions are made between the faces of the polyhedron. However, regardless of the type of polyhedron, the computational complexity of the methods is the same.