SIGGRAPH '92 Proceedings of the 19th 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
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
ACM Transactions on Graphics (TOG)
Efficient adaptive simplification of massive meshes
Proceedings of the conference on Visualization '01
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
Brook for GPUs: stream computing on graphics hardware
ACM SIGGRAPH 2004 Papers
ACM SIGGRAPH 2006 Papers
A performance-oriented data parallel virtual machine for GPUs
ACM SIGGRAPH 2006 Sketches
Progressive buffers: view-dependent geometry and texture LOD rendering
SGP '05 Proceedings of the third Eurographics symposium on Geometry processing
Complex Effects Simulation Based Large Particles System on GPU
ISNN '08 Proceedings of the 5th international symposium on Neural Networks: Advances in Neural Networks, Part II
Parallel view-dependent refinement of progressive meshes
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Technical Section: Mesh simplification by stochastic sampling and topological clustering
Computers and Graphics
Real-time parallel hashing on the GPU
ACM SIGGRAPH Asia 2009 papers
Rapid simplification of multi-attribute meshes
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Simplification of FEM-models on cell BE
MMCS'08 Proceedings of the 7th international conference on Mathematical Methods for Curves and Surfaces
A real-time system for crowd rendering: parallel LOD and texture-preserving approach on GPU
MIG'11 Proceedings of the 4th international conference on Motion in Games
A GPU-based Approach for Massive Model Rendering with Frame-to-Frame Coherence
Computer Graphics Forum
Parallel simplification of large meshes on PC clusters
EG PGV'08 Proceedings of the 8th Eurographics conference on Parallel Graphics and Visualization
EG PGV'09 Proceedings of the 9th Eurographics conference on Parallel Graphics and Visualization
Parallel view-dependent refinement of compact progressive meshes
EG PGV'10 Proceedings of the 10th Eurographics conference on Parallel Graphics and Visualization
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Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-restricted algorithms, often with performance increases of an order of magnitude or greater. Such gains are achieved by leveraging the large-scale parallelism of the GPU towards applications that are well-suited for these streaming architectures. By contrast, mesh simplification has traditionally been viewed as a non-interactive process not readily amenable to GPU acceleration. We demonstrate how it becomes practical for real-time use through our method, and that the use of the GPU even for offline simplification leads to significant increases in performance. Our approach for mesh decimation adopts a vertex-clustering method to the GPU by taking advantage of a new addition to the rendering pipeline - the geometry shader stage. We present a novel general-purpose data structure designed for streaming architectures called the probabilistic octree, which allows for much of the flexibility of offline implementations, including sparse encoding and variable level-of-detail. We demonstrate successful use of this data structure in our GPU implementation of mesh simplification. We can generate adaptive levels of detail by applying non-linear warping functions to the cluster map in order to improve resulting simplification quality. Our GPU-accelerated approach enables simultaneous construction of multiple levels of detail and out-of-core simplification of extremely large polygonal meshes.