Elsevier
Graphical Models
Conventional wisdom says that in order to produce high-quality simplified polygonal models, one must retain and use information about the original model during the simplification process. We demonstrate that excellent simplified models... more
We present an algorithm for out-of-core simplification of large polygonal datasets that are too complex to fit in main memory. The algorithm extends the vertex clustering scheme of Rossignac and Borrel [13] by using error quadric... more
This paper describes a general framework for out-of-core rendering and management of massive terrain surfaces. The two key components of this framework are: view-dependent refinement of the terrain mesh; and a simple scheme for organizing... more
We introduce the notion of image-driven simplification, a framework that uses images to decide which portions of a model to simplify. This is a departure from approaches that make polygonal simplification decisions based on geometry. As... more
Advances in computer graphics hardware and algorithms, visualization, and interactive techniques for analysis offer the components for a highly integrated, eficient real-time 3D Geographic Information System. We have developed “Virtual... more
This paper investigates the effectiveness of the Memoryless Simplification approach described by Lindstrom and Turk. Like many polygon simplification methods, this approach reduces the number of triangles in a model by performing a... more
Recent years have seen an immense increase in the complexity of geometric data sets. Today's gigabyte-sized polygon models can no longer be completely loaded into the main memory of common desktop PCs. Unfortunately, current mesh formats,... more
We present an algorithm for real-time level of detail reduction and display of high-complexity polygonal surface data. The algorithm uses a compact and efficient regular grid representation, and employs a variable screen-space threshold... more
In this paper we propose three simple, but significant improvements to the OoCS (Out-of-Core Simplification) algorithm of Lindstrom which increase the quality of approximations and extend the applicability of the algorithm to an even... more
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, using mesh simplification as an example. We believe that this processing concept... more
We present a method for end-to-end out-of-core simplification and view-dependent visualization of large surfaces. The method consists of three phases: (1) memory insensitive simplification; (2) memory insensitive construction of a... more
We present an elegant and simple to implement framework for performing out-of-core visualization and view-dependent refinement of large terrain surfaces. Contrary to the recent trend of increasingly elaborate algorithms for large-scale... more
We describe a simple and efficient algorithm for two-view triangulation of 3D points from approximate 2D matches based on minimizing the L2 reprojection error. Our iterative algorithm improves on the one by Kanatani et al. by ensuring... more
We address the problem of estimating the relative pose, i.e. translation and rotation, of two calibrated cameras from image point correspondences. Our approach is to factor the nonlinear algebraic pose error functional into translational... more
The SQuad data structure represents the connectivity of a triangle mesh by its "S table" of about 2 rpt (integer references per triangle). Yet it allows for a simple implementation of expected constant-time, random-access operators for... more
We propose LR (Laced Ring)--a simple data structure for representing the connectivity of manifold triangle meshes. LR provides the option to store on average either 1.08 references per triangle or 26.2 bits per triangle. Its construction,... more
Recently, several external memory techniques have been developed for a wide variety of graphics and visualization problems, including surface simplification, volume rendering, isosurface generation, ray tracing, surface reconstruction,... more
We present an algorithm for interactively extracting and rendering isosurfaces of large volume datasets in a view-dependent fashion. A recursive tetrahedral mesh refinement scheme, based on longest edge bisection, is used to... more
We present a novel method for computing cache-oblivious layouts of large meshes that improve the performance of interactive visualization and geometric processing algorithms. Given that the mesh is accessed in a reasonably coherent... more