SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
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
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
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Interactive multiresolution mesh editing
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Coding polygon meshes as compressable ASCII
Proceedings of the seventh international conference on 3D Web technology
Cut-and-paste editing of multiresolution surfaces
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
A work-flow and data model for reconstruction, management, and visualization of archaeological sites
Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage
Edgebreaker: Connectivity Compression for Triangle Meshes
IEEE Transactions on Visualization and Computer Graphics
WebCAME: a light-weight modular client/server multiresolution rendering system
Web3D '03 Proceedings of the eighth international conference on 3D Web technology
Web-based visualization of virtual archaeological sites
VAST'03 Proceedings of the 4th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Hi-index | 0.00 |
We present a method that allows to identify individual objects in a view-dependent multiresolution triangle mesh. Unlike previous methods, where the input mesh was considered a uniform "triangle soup", our method enables passing of object semantics through the process of encoding, transmission, and decoding. This information can be used on the client side to query additional data to a specific part of the mesh. Moreover, it allows a part of the mesh to be transformed (e. g., moved to a different location for better inspection) within the multiresolution framework of adaptive refinement. Finally we show that the overhead introduced by our method is negligible.The algorithm has been tested with artifically and manually created data and with models acquired within the digital archaeology project "3D MURALE".