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
Simplifying surfaces with color and texture using quadric error metrics
Proceedings of the conference on Visualization '98
Fast and memory efficient polygonal simplification
Proceedings of the conference on Visualization '98
New quadric metric for simplifiying meshes with appearance attributes
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
Evaluation of Memoryless Simplification
IEEE Transactions on Visualization and Computer Graphics
Polygonal Simplification: An Overview
Polygonal Simplification: An Overview
A Survey of Polygonal Simplification Algorithms
A Survey of Polygonal Simplification Algorithms
Pose-independent simplification of articulated meshes
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Hi-index | 0.00 |
Simplification techniques have mainly been applied on static models. However in movie and game industries, many models are designed to be animated. We extend the progressive mesh technique to handle skeletallyarticulated meshes in order to obtain a continuous level-of-detail (CLOD) representation that retains its ability to be animated. Our technique is not limited to any simplification metric, nor is it limited to generating models composed of a subset of the original vertices. It thus preserves the full simplification potential.To further improve performance, we can use this CLOD representation and extract a discrete set of skeletally-articulated models. Each model can be independently optimized, such as by using triangle strips. We can also use morphing between the different models in order to create smoother transitions. The result is a more accurate representation of animated articulated models, suitable for real-time applications.