TL;DR: A new compressed representation for the connectivity of a triangle mesh is introduced allowing a possible hardware realization of the decompression algorithm which could significantly increase the rendering speed of pipelined graphics hardware.
Abstract: In this paper we introduce a new compressed representation for the connectivity of a triangle mesh. We present local compression and decompression algorithms which are fast enough for real time applications. The achieved space compression rates keep pace with the best rates reported for any known global compression algorithm. These nice properties have great benefits for several important applications. Naturally, the technique can be used to compress triangle meshes without significant delay before they are stored on external devices or transmitted over a network. The presented decompression algorithm is very simple allowing a possible hardware realization of the decompression algorithm which could significantly increase the rendering speed of pipelined graphics hardware. CR Categories: I.3.1 [Computer Graphics]: Hardware Architecture; I.3.3 [Computer Graphics]: Picture/Image Generation— Display algorithms
TL;DR: In this article, a 2D polygons are stored into a 3D array such that the vertices of the polygons occupy nodes of the 2D array and are readily accessed.
Abstract: A process for efficiently drawing subdivision surfaces. The present invention operates within a computer system for visually displaying 3 dimensional (3D) surfaces on a display. The present invention pulls polygons from a polygon mesh of a 3D surface. The polygons are stored into a 2 dimensional array such that the vertices of the polygons occupy nodes of the 2 dimensional array and are readily accessed. The polygons are subsequently divided into a plurality of resulting polygons. The resulting polygons are then sent to a graphics pipeline, wherein the graphics pipeline renders the resulting polygons into a 3D image on the computer display.
TL;DR: This paper proposes a conceptual framework to model meshes that guarantees topologically correct 2-dimensional manifolds and provides a new user interface paradigm for mesh modeling systems.
Abstract: Meshes, which generalize polyhedra by using non-planar faces, are the most commonly used objects in computer graphics. Modeling 2-dimensional manifold meshes with a simple user interface is an important problem in computer graphics and computer aided geometric design. In this paper, we propose a conceptual framework to model meshes. Our framework guarantees topologically correct 2-dimensional manifolds and provides a new user interface paradigm for mesh modeling systems.
TL;DR: This paper presents an automatic approach for generating low poly rendering of images, which is particularly popular in the recent art design community, and proposes some critical principles of such Low Poly rendering problem, and simulates the artists creation procedures straightforwardly.
Abstract: This paper presents an automatic approach for generating low poly rendering of images, which is particularly popular in the recent art design community. Distinguishing from the traditional image triangulation methods for the sake of compression or vectorization, we propose some critical principles of such Low Poly rendering problem, and simulate the artists creation procedures straightforwardly. To produce the visual effects with clear boundaries, we constrain the vertices along the feature edges extracted from the input image. By employing the Voronoi diagram iteration guided by a feature flow field, the vertices in the result image well reflect the feature structure of the local shape. Moreover, with the salient region detection, we can achieve different mesh densities between the front object and the background. Some special color processing techniques are employed to make our result more artistic. Our method works well on a wide variety of images, no matter raster photographs or artificial images. Experiments show that our approach is able to generate satisfying results similar to the artwork created by professional artists.
TL;DR: In this article, a variable performance setup engine is proposed to provide the surface attributes of each polygon within a time that is correlated to the size of the polygon, so that the overall polygon processing rate is substantially independent of the complexity of the image being rendered.
Abstract: A graphics processing device includes a variable performance setup engine that processes vertexes of polygons to create surface coefficients, and a rasterizer that processes the surface coefficients to create pixel values corresponding to each pixel location within each polygon. The variable performance setup engine is structured so as to provide the surface attributes of each polygon within a time that is correlated to the size of the polygon. In this manner, the overall polygon processing rate will be substantially related to the size of the polygon. By providing a short processing time for small polygons, and a longer processing time for larger polygons, the image processing rate is shown to be less dependent upon the sizes of the polygons that comprise the image. The invention thereby provides for an overall image processing rate that is substantially independent of the complexity of the image being rendered.