Accurate triangulations of deformed, intersecting surfaces
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Eye tracking in advanced interface design
Virtual environments and advanced interface design
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
Effectiveness of spatial level of detail degradation in the periphery of head-mounted displays
Conference Companion on Human Factors in Computing Systems
Superfaces: Polygonal Mesh Simplification with Bounded Error
IEEE Computer Graphics and Applications
Gaze-directed Adaptive Rendering for Interacting with Virtual Space
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Generating Depth-of-Field Effects in Virtual Reality Applications
IEEE Computer Graphics and Applications
On caching and prefetching of virtual objects in distributed virtual environments
MULTIMEDIA '98 Proceedings of the sixth ACM international conference on Multimedia
Multi-resolution model transmission in distributed virtual environments
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
A new BSP tree framework incorporating dynamic LoD models
VRST '00 Proceedings of the ACM symposium on Virtual reality software and technology
Object Caching and Prefetching in Distributed Virtual Walkthrough
Real-Time Systems
Incremental polygonization of deforming NURBS surfaces
Journal of Graphics Tools
The QUICK Framework for Task-Specific Asset Prioritization in Distributed Virtual Environments
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
LoD Management on Animating Face Models
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
Real-Time Continuous Multiresolution Method for Models of Arbitrary Topology
Presence: Teleoperators and Virtual Environments
Game-on-demand:: An online game engine based on geometry streaming
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Real-time adaptive human motions for web-based training
ICWL'05 Proceedings of the 4th international conference on Advances in Web-Based Learning
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Because most existing multi-resolution methods are slow, a common approach is to pre-generate a few key models of the object at different resolutions. During run-time, the object's distance from the viewer determines which model to use for rendering. Although this approach is simple, it suffers from the sudden change in resolution as the object moves across the threshold distance. In addition, the model used to represent an object at a particular frame is not optimized for the given dynamic viewing and animation parameters. The quadtree type of methods for arranging the surface model may allow adaptive multi-resolution modeling in a simple way and it reduces the sudden change of resolution from the object level to the node level. However, the square shape of the node together with the four-time increment in size for representing surfaces limits the types of surfaces that it can handle without creating excessive nodes. In this paper, we present a real-time adaptive multi-resolution method for models of arbitrary topology.