Applications of spatial data structures: Computer graphics, image processing, and GIS
Applications of spatial data structures: Computer graphics, image processing, and GIS
Vector quantization and signal compression
Vector quantization and signal compression
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd 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
Large scale terrain visualization using the restricted quadtree triangulation
Proceedings of the conference on Visualization '98
Progressive transmission of subdivision surfaces
Computational Geometry: Theory and Applications - special issue on virtual reality
Progressive geometry compression
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Cut-and-paste editing of multiresolution surfaces
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Mesh optimization using global error with application to geometry simplification
Graphical Models - Special issue: Processing on large polygonal meshes
Virtual GIS: A Real-Time 3D Geographic Information System
VIS '95 Proceedings of the 6th conference on Visualization '95
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
Computer Aided Geometric Design
Mesh optimization using global error with application to geometry simplification
Graphical Models - Special issue: Processing on large polygonal meshes
High Quality Surface Mesh Generation for Multi-physics Bio-medical Simulations
ICCS '07 Proceedings of the 7th international conference on Computational Science, Part I: ICCS 2007
A method of drawing cloth patterns with fabric behavior
ACOS'06 Proceedings of the 5th WSEAS international conference on Applied computer science
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Meshes with (recursive) subdivision connectivity, such as subdivision surfaces, are increasingly popular in computer graphics. They present several advantages over their Delaunay-type based counterparts, e.g., Triangulated Irregular Networks (TINs), such as efficient processing, compact storage and numerical robustness. A mesh having subdivision connectivity can be described using a tree structure and recent work exploits this inherent hierarchy in applications such as progressive terrain visualization, surface compression and transmission. We propose a hierarchical, fine to coarse (i.e., using vertex decimation) algorithm to reduce the number of vertices in meshes whose connectivity is based on quadrilateral quadrisection (e.g., subdivision surfaces obtained from Catmull-Clark or 4-8 subdivision rules). Our method is derived from optimal tree pruning algorithms used in modeling of adaptive quantizers for compression. The main advantage of our method is that it allows control of the global error of the approximation, whereas previous methods are based on local error heuristics only. We present a set of operations allowing the use of global error and use them to build an O(n log n) simplification algorithm transforming an input mesh of n vertices into a multiresolution hierarchy. Note that a single approximation having k n vertices is obtained in linear running time. We show that, without using these operations, mesh simplification using global error has O(n2) computational complexity in the RAM model. Our approach uses a generalized vertex decimation method which allows for choosing the optimal vertex in the rate-distortion sense. Additionally, our algorithm can also be applied to other types of subdivision connectivity such as triangular quadrisection, e.g., obtained from Loop subdivision.