Modeling in Computer Graphics 1993
DOI: 10.1007/978-3-642-78114-8_29
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Multi-resolution 3D approximations for rendering complex scenes

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Cited by 531 publications
(330 citation statements)
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“…a two-manifold model) without topological changes. Among this set of techniques, those which allow the restoration of the initial geometry according to a geometric criterion (references [12], [13] for example) can be distinguished from those which do not explicitly use such a criterion (references [14], [15], [16], [17], [18] for example). Previous works have also led us to develop a simplification approach [19], [20] with specific shape preservation criteria.…”
Section: -20mentioning
confidence: 99%
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“…a two-manifold model) without topological changes. Among this set of techniques, those which allow the restoration of the initial geometry according to a geometric criterion (references [12], [13] for example) can be distinguished from those which do not explicitly use such a criterion (references [14], [15], [16], [17], [18] for example). Previous works have also led us to develop a simplification approach [19], [20] with specific shape preservation criteria.…”
Section: -20mentioning
confidence: 99%
“…Such simplified models are not useful for structural [3][4][5][6][7][8][9][10][11][12][13][14][15][16][17][18][19][20] analysis where the topology of a model can be critical with respect to the mechanical behavior modeled. For visualization purposes, the use of these models often significantly alters the realism of the graphic scene.…”
Section: -20mentioning
confidence: 99%
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“…Recent research on graphics acceleration for the navigation of such three-dimensional environments has been motivated by attempts to bridge the gap between the desired and the actual hardware performance, through algorithmic and software techniques. This research has involved reducing the geometric and rendering complexities of the scene by usinḡ statically computed level-of-detail hierarchies [10], [14], [22], [25], [31], [32], [35], visibility-based culling that is statically computed [1], [34] and dynamically computed [17], [18], [27], various levels of complexity in shading and illumination models [4], texture mapping [5], [6], and image-based rendering [7], [8], [13], [29], [33]. In this paper we will focus on reducing the geometric complexity of a three-dimensional environment by using dynamically computed level-of-detail hierarchies.…”
Section: Introductionmentioning
confidence: 99%
“…The global algorithms optimize the simplification process over the whole object, and are not necessarily limited to Contact Address: Department of Computer Science, State University of New York at Stony Brook, Stony Brook, NY 11794-4400, Email: chaoyu jihad varshney@cs.sunysb.edu the small neighborhood regions on the object. Some of the local approaches have been -vertex deletion by Schroeder et al [32], vertex collapsing by Rossignac and Borrel [31], edge collapsing by Hoppe et al [26] and Guéziec [20], triangle collapsing by Hamann [21], and polygon merging by Hinker and Hansen [24]. Some of the global approaches have been -redistributing vertices over the surface by Turk [35], minimizing global energy functions by Hoppe et al [26], using simplification envelopes by Varshney [36] and Cohen et al [10], and wavelets by DeRose et al [14].…”
Section: Introductionmentioning
confidence: 99%