SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Time/space tradeoffs for polygon mesh rendering
ACM Transactions on Graphics (TOG)
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Optimizing triangle strips for fast rendering
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View-dependent refinement of progressive meshes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Geometric compression through topological surgery
ACM Transactions on Graphics (TOG)
Real time compression of triangle mesh connectivity
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Fast and effective stripification of polygonal surface models
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Optimization of mesh locality for transparent vertex caching
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Skip strips: maintaining triangle strips for view-dependent rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Universal rendering sequences for transparent vertex caching of progressive meshes
GRIN'01 No description on Graphics interface 2001
DStrips: Dynamic Triangle Strips for Real-Time Mesh Simplification and Rendering
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Technical Section: Comparison of triangle strips algorithms
Computers and Graphics
Fast triangle reordering for vertex locality and reduced overdraw
ACM SIGGRAPH 2007 papers
Technical Section: Optimizing the management of continuous level of detail models on GPU
Computers and Graphics
Level-of-Detail Triangle Strips for Deforming Meshes
ICCS '08 Proceedings of the 8th international conference on Computational Science, Part II
A tool for the creation and management of level-of-detail models for 3d applications
WSEAS Transactions on Computers
Rendering continuous level-of-detail meshes by Masking Strips
Graphical Models
Continuous level of detail on graphics hardware
DGCI'06 Proceedings of the 13th international conference on Discrete Geometry for Computer Imagery
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This paper describes a method of building and maintaining a good set of triangle strips for both static and continuous level-of-detail (CLOD) meshes. For static meshes, the strips are better than those computed by the classic SGI and STRIPE algorithms. For CLOD meshes, the strips are maintained incrementally as the mesh topology changes. The incremental changes are fast and the number of strips is kept very small.