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Rendering complex scenes with memory-coherent ray tracing
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
Application-controlled demand paging for out-of-core visualization
VIS '97 Proceedings of the 8th conference on Visualization '97
I/O optimal isosurface extraction (extended abstract)
VIS '97 Proceedings of the 8th conference on Visualization '97
Smooth view-dependent level-of-detail control and its application to terrain rendering
Proceedings of the conference on Visualization '98
Interactive out-of-core isosurface extraction
Proceedings of the conference on Visualization '98
Fast and memory efficient polygonal simplification
Proceedings of the conference on Visualization '98
Greedy cuts: an advancing front terrain triangulation algorithm
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Parallel accelerated isocontouring for out-of-core visualization
PVGS '99 Proceedings of the 1999 IEEE symposium on Parallel visualization and graphics
A fast volume rendering algorithm for time-varying fields using a time-space partitioning (TSP) tree
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
External memory algorithms
R-tree retrieval of unstructured volume data for visualization
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Very high resolution simulation of compressible turbulence on the IBM-SP system
SC '99 Proceedings of the 1999 ACM/IEEE conference on Supercomputing
The digital Michelangelo project: 3D scanning of large statues
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Out-of-core simplification of large polygonal models
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Algorithms and Data Structures in C++
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Efficient adaptive simplification of massive meshes
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Out-of-Core Streamline Visualization on Large Unstructured Meshes
IEEE Transactions on Visualization and Computer Graphics
Evaluation of Memoryless Simplification
IEEE Transactions on Visualization and Computer Graphics
The Ball-Pivoting Algorithm for Surface Reconstruction
IEEE Transactions on Visualization and Computer Graphics
Accelerated Isosurface Extraction in Time-Varying Fields
IEEE Transactions on Visualization and Computer Graphics
Out-Of-Core Rendering of Large, Unstructured Grids
IEEE Computer Graphics and Applications
Automatic generation of triangular irregular networks using greedy cuts
VIS '95 Proceedings of the 6th conference on Visualization '95
Efficient adaptive simplification of massive meshes
Proceedings of the conference on Visualization '01
Out-of-core rendering of massive geometric environments
Proceedings of the conference on Visualization '02
A multiphase approach to efficient surface simplification
Proceedings of the conference on Visualization '02
Efficient simplification of point-sampled surfaces
Proceedings of the conference on Visualization '02
XFastMesh: fast view-dependent meshing from external memory
Proceedings of the conference on Visualization '02
Interactive view-dependent rendering of large isosurfaces
Proceedings of the conference on Visualization '02
Out-of-core construction and visualization of multiresolution surfaces
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Out-of-core compression for gigantic polygon meshes
ACM SIGGRAPH 2003 Papers
External Memory Management and Simplification of Huge Meshes
IEEE Transactions on Visualization and Computer Graphics
Efficient Representation and Extraction of 2-Manifold Isosurfaces Using kd-Trees
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Real-time monitoring of large scientific simulations
Proceedings of the 2003 ACM symposium on Applied computing
Quick-VDR: Interactive View-Dependent Rendering of Massive Models
VIS '04 Proceedings of the conference on Visualization '04
A Multiresolution Representation for Massive Meshes
IEEE Transactions on Visualization and Computer Graphics
Efficient representation and extraction of 2-manifold isosurfaces using kd-trees
Graphical Models - Special issue on pacific graphics 2003
Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models
IEEE Transactions on Visualization and Computer Graphics
A Parallel Framework for Simplification of Massive Meshes
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Large Mesh Simplification using Processing Sequences
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Multi-resolution out-of-core modeling of terrain and teological data
Proceedings of the 13th annual ACM international workshop on Geographic information systems
Geometric modeling based on triangle meshes
ACM SIGGRAPH 2006 Courses
On-the-fly appearance quantization on the GPU for 3D broadcasting
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Multilevel streaming for out-of-core surface reconstruction
SGP '07 Proceedings of the fifth Eurographics symposium on Geometry processing
Quadrilateral mesh simplification
ACM SIGGRAPH Asia 2008 papers
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Computers and Graphics
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Multimedia Tools and Applications
Wavelets for adaptively refined 3√2-subdivision meshes
International Journal of Computers and Applications
The storage independent polygonal mesh simplification system
ICVR'07 Proceedings of the 2nd international conference on Virtual reality
Extraction of ridges-valleys for feature-preserving simplification of polygonal models
ICCS'06 Proceedings of the 6th international conference on Computational Science - Volume Part II
Real-time appearance preserving out-of-core rendering with shadows
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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In this paper we propose three simple, but significant improvements to the OoCS (Out-of-Core Simplification) algorithm of Lindstrom [20] which increase the quality of approximations and extend the applicability of the algorithm to an even larger class of compute systems.The original OoCS algorithm has memory complexity that depends on the size of the output mesh, but no dependency on the size of the input mesh. That is, it can be used to simplify meshes of arbitrarily large size, but the complexity of the output mesh is limited by the amount of memory available. Our first contribution is a version of OoCS that removes the dependency of having enough memory to hold (even) the simplified mesh. With our new algorithm, the whole process is made essentially independent of the available memory on the host computer. Our new technique uses disk instead of main memory, but it is carefully designed to avoid costly random accesses.Our two other contributions improve the quality of the approximations generated by OoCS. We propose a scheme for preserving surface boundaries which does not use connectivity information, and a scheme for constraining the position of the "representative vertex" of a grid cell to an optimal position inside the cell.