XFastMesh: fast view-dependent meshing from external memory
Proceedings of the conference on Visualization '02
QuadTIN: quadtree based triangulated irregular networks
Proceedings of the conference on Visualization '02
Proceedings of the 1st international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Transitive Mesh Space of a Progressive Mesh
IEEE Transactions on Visualization and Computer Graphics
DStrips: Dynamic Triangle Strips for Real-Time Mesh Simplification and Rendering
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Efficient Implementation of Real-Time View-Dependent Multiresolution Meshing
IEEE Transactions on Visualization and Computer Graphics
Fast event-driven refinement of dynamic levels of detail
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
Confetti: Object-Space Point Blending and Splatting
IEEE Transactions on Visualization and Computer Graphics
Quick-VDR: Interactive View-Dependent Rendering of Massive Models
VIS '04 Proceedings of the conference on Visualization '04
Improved compression of topology for view-dependent rendering
Proceedings of the 20th spring conference on Computer graphics
A Multiresolution Representation for Massive Meshes
IEEE Transactions on Visualization and Computer Graphics
Fast collision detection between massive models using dynamic simplification
Proceedings of the 2004 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Quick-VDR: Out-of-Core View-Dependent Rendering of Gigantic Models
IEEE Transactions on Visualization and Computer Graphics
Interactive View-Dependent Rendering with Conservative Occlusion Culling in Complex Environments
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Appearance-Preserving View-Dependent Visualization
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
Truly selective polygonal mesh hierarchies with error control
Computer Aided Geometric Design - Special issue: Geometry processing
View-dependent tetrahedral meshing and rendering
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Efficient view-dependent out-of-core rendering of large-scale and complex scenes
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
A digital mock-up visualization system capable of processing giga-scale CAD models
Computer-Aided Design
Technical Section: Optimizing the management of continuous level of detail models on GPU
Computers and Graphics
Rendering continuous level-of-detail meshes by Masking Strips
Graphical Models
Truly selective polygonal mesh hierarchies with error control
Computer Aided Geometric Design - Special issue: Geometry processing
A client-server based view-dependent multiresolution mesh hierarchy
International Journal of Computers and Applications
AIF: a data structure for polygonal meshes
ICCSA'03 Proceedings of the 2003 international conference on Computational science and its applications: PartIII
Parallel view-dependent refinement of compact progressive meshes
EG PGV'10 Proceedings of the 10th Eurographics conference on Parallel Graphics and Visualization
Dependency-Free Parallel Progressive Meshes
Computer Graphics Forum
SMI 2013: POMAR: Compression of progressive oriented meshes accessible randomly
Computers and Graphics
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In this paper we present an optimized view-dependent meshing framework for adaptive and continuous level-of-detail (LOD) rendering in real-time. Multiresolution triangle mesh representations are an important tool for adapting triangle mesh complexity in real-time rendering environments. Ideally for interactive visualization, a triangle mesh is simplified to the maximal tolerated perceptual error, and thus mesh simplification is view-dependent. This paper introduces an efficient hierarchical multiresolution triangulation framework based on a half-edge triangle mesh data structure, and presents an optimized computation of several view-dependent error metrics within that framework providing conservative error bounds. The presented approach called FastMesh, is highly efficient both in space and time cost, and it spends only a fraction of the time required for rendering to perform the error calculations and dynamic mesh updates.