ABSTRACT
This paper presents an efficient method for real-time generation of progressive mesh. In our algorithm, only the current mesh and local information of each vertex, such as vertex position, edge length, neighboring vertices, adjacent faces, and face normals are considered at each simplification step. All edge collapse costs are calculated and sorted into a binary tree using heap sort algorithm at initial stage. The whole complexity of the algorithm is O(n*lg(n)). Other properties such as vertex color and face texture are processed in the same way as geometry. Test shows that the algorithm is viable in real-time simplification for medium scale virtual models on PC platforms.
- 1.Hoppe, H., Progressive Meshes, Computer Graphics, (SIGGRAPH '96 Proceedings), 1996, pp. 99-t08. Google ScholarDigital Library
- 2.Hoppe, H., View-Dependent Refinement of Proggressive Meshes, Computer Graphics (SIGGRAPH '97 Proceedings), 1997, pp. 189-198. Google ScholarDigital Library
- 3.Xia, J. And Varshney, A., Dynamic View-Dependent Simplification of Polygonal Models. In Visualization '96 Proceedings. IEEE 1996, pp. 327-334. Google ScholarDigital Library
- 4.Hoppe, H., Smooth View-Dependent Level-of-Detail Control and its Application to Terrain Rendering, In Visualization '98 Proceedings. IEEE 1998, pp.35-42. Google ScholarDigital Library
Index Terms
- A real-time generation algorithm for progressive meshes in dynamic environments
Recommendations
Progressive compression of arbitrary triangular meshes
VIS '99: Proceedings of the conference on Visualization '99: celebrating ten yearsIn this paper we present a mesh compression method based on a multiresolution decomposition whose detail coefficients have a compact representation and thus smaller entropy than the original mesh. Given an arbitrary triangular mesh with an irregular ...
Compressed Progressive Meshes
Most systems that support visual interaction with 3D models use shape representations based on triangle meshes. The size of these representations imposes limits on applications for which complex 3D models must be accessed remotely. Techniques for ...
Progressive compression of arbitrary textured meshes
In this paper, we present a progressive compression algorithm for textured surface meshes, which is able to handle polygonal non-manifold meshes as well as discontinuities in the texture mapping. Our method applies iterative batched simplifications, ...
Comments