SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Hierarchical triangulation for multiresolution surface description
ACM Transactions on Graphics (TOG)
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Optimizing triangle strips for fast rendering
Proceedings of the 7th conference on Visualization '96
Dynamic view-dependent simplification for polygonal models
Proceedings of the 7th conference on Visualization '96
View-dependent refinement of progressive meshes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
View-dependent simplification of arbitrary polygonal environments
Proceedings of the 24th 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
The digital Michelangelo project: 3D scanning of large statues
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Evaluation of Memoryless Simplification
IEEE Transactions on Visualization and Computer Graphics
A Developer's Survey of Polygonal Simplification Algorithms
IEEE Computer Graphics and Applications
Tunneling for triangle strips in continuous level-of-detail meshes
GRIN'01 No description on Graphics interface 2001
Truly selective refinement of progressive meshes
GRIN'01 No description on Graphics interface 2001
FastMesh: Efficient View-Dependent Meshing
PG '01 Proceedings of the 9th Pacific Conference on Computer Graphics and Applications
Edge-Based Data Structures for Solid Modeling in Curved-Surface Environments
IEEE Computer Graphics and Applications
Efficient Implementation of Real-Time View-Dependent Multiresolution Meshing
IEEE Transactions on Visualization and Computer Graphics
Technical Section: Comparison of triangle strips algorithms
Computers and Graphics
Fast triangle reordering for vertex locality and reduced overdraw
ACM SIGGRAPH 2007 papers
Fast and efficient rendering system for real-time terrain visualisation
International Journal of Computational Science and Engineering
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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DStrips is a simple and efficient method to dynamically manage and generate triangle strips for real-time view-dependent multiresolution meshing and rendering. Progressive view-dependent triangle mesh simplification and rendering is an important concept for interactive visualizationenvironments. To minimize the rendering cost, triangle meshes are simplified to the maximal tolerated perceptual error. A further savings can be gained by using hardware optimized rendering primitives such as triangle strips. However, triangle strips have been rarely used successfully in interactive multiresolution meshes due to the costs involved with maintaining the coherency of the strips in the changing mesh. This paper introduces a new dynamic triangle stripping data structure and algorithm, DStrips, that is practical for use with multiresolution meshes. DStrips is aimed at preserving pre-computed triangle strips through changes in the mesh and generating reasonably good triangle strips in real-time. Furthermore, this data structure and algorithm can be easily adapted to any multiresolution mesh which has a face-to-edge/edge-to-face mapping. The presented approach is implemented on top of a real-time view-dependent meshing and rendering framework based on a half-edge data structure using progressive edge collapses and vertex splits. Direct comparisons are made toprevious methods in triangle stripi.cation of dynamic and static meshes.