Open Access
Multiresolution Modeling for Fast Rendering
Paul S. Heckbert,Michael Garland +1 more
- 01 Jan 1999
TL;DR: This paper surveys existing multiresolution modeling techniques and speculates about what might be possible in the future.
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Abstract: Three dimensional scenes are typically modeled using a single, fixed resolution model of each geometric object. Renderings of such a model are often either slow or crude, however: slow for distant objects, where the chosen detail level is excessive, and crude for nearby objects, where the detail level is insufficient. What is needed is a multiresolution model that represents objects at multiple levels of detail. With a multiresolution model, a rendering program can choose the level of detail appropriate for the object’s screen size so that less time is wasted drawing insignificant detail. The principal challenge is the development of algorithms that take a detailed model as input and automatically simplify it, while preserving appearance. Multiresolution techniques can be used to speed many applications, including real time rendering for architectural and terrain simulators, and slower, higher quality rendering for entertainment and radiosity. This paper surveys existing multiresolution modeling techniques and speculates about what might be possible in the future.
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Citations
Survey of Polygonal Surface Simplification Algorithms
Paul S. Heckbert,Michael Garland +1 more
- 01 May 1997
TL;DR: Methods for simplifying and approximating polygonal surfaces from computer graphics, computer vision, cartography, computational geometry, and other fields are classified, summarized, and compared both practically and theoretically.
A comparison of mesh simplification algorithms
TL;DR: A survey and a characterization of the fundamental methods of mesh simplification and the results of an empirical comparison of the simplification codes available in the public domain are discussed.
584
A developer's survey of polygonal simplification algorithms
TL;DR: Polygonal simplification techniques simplify the polygonal geometry of small, distant, or otherwise unimportant portions of the model, seeking to reduce the rendering cost without a significant loss in the scene's visual content.
Collision detection for interactive graphics applications
TL;DR: A new algorithm for rigid or articulated objects that meets performance goals through a form of time critical computing is presented, which provides acceptable accuracy while maintaining a steady and high frame rate.
473
Fast Polygonal Approximation of Terrains and Height Fields
Michael Garland
- 01 Jan 1998
TL;DR: The optimized algorithm is faster, with an expected cost of O((m+n) logm).
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Lance Williams
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Greg Turk
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