SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Time/space tradeoffs for polygon mesh rendering
ACM Transactions on Graphics (TOG)
Optimizing triangle strips for fast rendering
Proceedings of the 7th conference on Visualization '96
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Smooth view-dependent level-of-detail control and its application to terrain rendering
Proceedings of the conference on Visualization '98
Optimization of mesh locality for transparent vertex caching
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
The digital Michelangelo project: 3D scanning of large statues
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Out-of-core simplification of large polygonal models
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Out-of-core build of a topological data structure from polygon soup
Proceedings of the sixth ACM symposium on Solid modeling and applications
A memory insensitive technique for large model simplification
Proceedings of the conference on Visualization '01
Efficient adaptive simplification of massive meshes
Proceedings of the conference on Visualization '01
Compressing large polygonal models
Proceedings of the conference on Visualization '01
A multiphase approach to efficient surface simplification
Proceedings of the conference on Visualization '02
Universal rendering sequences for transparent vertex caching of progressive meshes
GRIN'01 No description on Graphics interface 2001
Out-of-core compression for gigantic polygon meshes
ACM SIGGRAPH 2003 Papers
External Memory Management and Simplification of Huge Meshes
IEEE Transactions on Visualization and Computer Graphics
Building a digital model of Michelangelo's Florentine Pieta
IEEE Computer Graphics and Applications
A Multiresolution Representation for Massive Meshes
IEEE Transactions on Visualization and Computer Graphics
GoLD: interactive display of huge colored and textured models
ACM SIGGRAPH 2005 Papers
Multi-resolution out-of-core modeling of terrain and teological data
Proceedings of the 13th annual ACM international workshop on Geographic information systems
Streaming computation of Delaunay triangulations
ACM SIGGRAPH 2006 Papers
Streaming compression of tetrahedral volume meshes
GI '06 Proceedings of Graphics Interface 2006
Geometric modeling based on triangle meshes
ACM SIGGRAPH 2006 Courses
Understanding the Structure of the Turbulent Mixing Layer in Hydrodynamic Instabilities
IEEE Transactions on Visualization and Computer Graphics
Mesh Layouts for Block-Based Caches
IEEE Transactions on Visualization and Computer Graphics
Out-of-Core Remeshing of Large Polygonal Meshes
IEEE Transactions on Visualization and Computer Graphics
Streaming compression of triangle meshes
SGP '05 Proceedings of the third Eurographics symposium on Geometry processing
Extraction and simplification of iso-surfaces in tandem
SGP '05 Proceedings of the third Eurographics symposium on Geometry processing
Multilevel streaming for out-of-core surface reconstruction
SGP '07 Proceedings of the fifth Eurographics symposium on Geometry processing
A streaming algorithm for surface reconstruction
SGP '07 Proceedings of the fifth Eurographics symposium on Geometry processing
Massive-Model Rendering Techniques: A Tutorial
IEEE Computer Graphics and Applications
Technical strategies for massive model visualization
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Progressive meshes transmission over a wired-to-wireless network
Wireless Networks
A novel page-based data structure for interactive walkthroughs
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Technical Section: Mesh simplification by stochastic sampling and topological clustering
Computers and Graphics
Data management for SSDs for large-scale interactive graphics applications
I3D '11 Symposium on Interactive 3D Graphics and Games
Feature sensitive out-of-core chartification of large polygonal meshes
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Generating raster DEM from mass points via TIN streaming
GIScience'06 Proceedings of the 4th international conference on Geographic Information Science
Spectral sequencing based on graph distance
GMP'06 Proceedings of the 4th international conference on Geometric Modeling and Processing
Information and Computation
Real-time appearance preserving out-of-core rendering with shadows
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
EGVE'04 Proceedings of the Tenth Eurographics conference on Virtual Environments
Parallel simplification of large meshes on PC clusters
EG PGV'08 Proceedings of the 8th Eurographics conference on Parallel Graphics and Visualization
Visualization for the Physical Sciences
Computer Graphics Forum
Hi-index | 0.00 |
In this paper we show how out-of-core mesh processing techniques can be adapted to perform their computations based on the new processing sequence paradigm [Isenburg and Gumhold 2003; Isenburg et al. 2003], using mesh simplification as an example. We believe that this processing concept will also prove useful for other tasks, such as parameterization, remeshing, or smoothing, for which currently only in-core solutions exist. A processing sequence represents a mesh as a particular inter-leaved ordering of indexed triangles and vertices. This representation allows streaming very large meshes through main memory while maintaining information about the visitation status of edges and vertices. At any time, only a small portion of the mesh is kept in-core, with the bulk of the mesh data residing on disk. Mesh access is restricted to a fixed traversal order, but full connectivity and geometry information is available for the active elements of the traversal. This provides seamless and highly efficient out-of-core access to very large meshes for algorithms that can adapt their computations to this fixed ordering. The two abstractions that are naturally supported by this representation are boundary-based and buffer-based processing. We illustrate both abstractions by adapting two different simplification methods to perform their computation using a prototype of our mesh processing sequence API. Both algorithms benefit from using processing sequences in terms of improved quality, more efficient execution, and smaller memory footprints.