Many multiresolution methods have been proposed. Most of them emphasize accuracy and hence are slow. Some methods may be fast, but they may not preserve the geometry of the model. Although there are a few real-time multiresolution methods available, they are developed mainly for handling large terrain models. In this paper, we present a very efficient multiresolution method for continuously reducing the resolution of a triangle model by incrementally removing triangles from it. The algorithm is simple to implement, requires no complicated data structures, and has a linear triangle deletion rate. We also present a method for caching the most recent sequence of triangle removal operations into a list, called the simplification list, so that it is possible to continuously increase the resolution of the model by inserting triangles in the reverse order of the sequence. We will compare our method with Hoppe's progressive meshes. Towards the end of the paper, we discuss the performance and memory usage of our method.
IntroductionBecause visual feedback plays a very important role in human communication, most existing VR applications require the use of expensive graphics hardware to provide high rendering throughput. To improve the overall performance of a given graphics system, our current research is directed toward developing a framework for time-critical rendering in VR (Green, 1996). That is, we are looking at different aspects of the image-rendering process, trying to maintain a constant frame rate by trading off the least important factors. For example, when there are too many objects to be processed and rendered within the given frame time, we may consider using flat shading instead of Gouraud shading or using low-resolution object models when rendering objects of lower visual importance. To achieve this objective, we have proposed a model for predicting the time needed to render the objects. However, unlike other predictive models such as (Funkhouser and Séquin, 1993), ours also addresses the issues of how various aspects of the hardware affect rendering time. This paper considers only one aspect of the total problem, the dynamic construction of multiresolution models of 3D objects. The number of triangles used to represent an object is one of the major factors affecting the object's display rate. The method presented here allows us to dynamically adjust the number of triangles
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