60 results on '"Progressive Mesh"'
Search Results
2. Progressive Reduction of Meshes with Arbitrary Selected Points
- Author
-
Skabek, Krzysztof, Pojda, Dariusz, Winiarczyk, Ryszard, Kacprzyk, Janusz, Series editor, Gruca, Aleksandra, editor, Brachman, Agnieszka, editor, Kozielski, Stanisław, editor, and Czachórski, Tadeusz, editor
- Published
- 2016
- Full Text
- View/download PDF
3. A Blind Robust 3D-Watermarking Scheme Based on Progressive Mesh and Self Organization Maps
- Author
-
Soliman, Mona M., Hassanien, Aboul Ella, Onsi, Hoda M., Awad, Ali Ismail, editor, Hassanien, Aboul Ella, editor, and Baba, Kensuke, editor
- Published
- 2013
- Full Text
- View/download PDF
4. 3D Mesh Compression
- Author
-
Yu, Faxin, Luo, Hao, Lu, Zheming, Wang, Pinghui, Yu, Faxin, Luo, Hao, Lu, Zheming, and Wang, Pinghui
- Published
- 2010
- Full Text
- View/download PDF
5. Network Transmission of 3D Mesh Data Using Progressive Representation
- Author
-
Skabek, Krzysztof, Ząbik, Łukasz, Kwiecień, Andrzej, editor, Gaj, Piotr, editor, and Stera, Piotr, editor
- Published
- 2009
- Full Text
- View/download PDF
6. Implementation of Progressive Meshes for Hierarchical Representation of Cultural Artifacts
- Author
-
Skabek, Krzysztof, Za̧bik, Łukasz, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, Bolc, Leonard, editor, Kulikowski, Juliusz L., editor, and Wojciechowski, Konrad, editor
- Published
- 2009
- Full Text
- View/download PDF
7. Delay–Rate–Distortion Optimization for Cloud Gaming With Hybrid Streaming.
- Author
-
Nan, Xiaoming, Guo, Xun, Lu, Yan, He, Yifeng, Guan, Ling, Li, Shipeng, and Guo, Baining
- Subjects
- *
CLOUD computing , *VIDEO games , *STREAMING technology , *CONSTRAINT satisfaction , *MATHEMATICAL optimization - Abstract
Cloud gaming as the emerging game service has attracted significant attention. However, traditional video streaming approach suffers from high bandwidth consumption, and traditional graphics streaming approach requires a long initial period to download game models. In this paper, we propose a novel hybrid streaming framework, jointly applying video streaming and graphics streaming to provide a high-quality gaming experience. In the proposed framework, cloud servers not only transmit the encoded video frames but also progressively transmit the graphics data, which are used to render a game frame to provide an additional reference to the video encoder. Based on the proposed framework, we investigate the delay–rate–distortion optimization problem, where the source rate between the video stream and the graphics stream is optimized to minimize the overall distortion under the bandwidth and response delay constraints. The experimental results demonstrate that the proposed hybrid streaming can achieve the lowest distortion under the constraints of bandwidth and response delay, compared with the traditional video streaming and graphics streaming. [ABSTRACT FROM PUBLISHER]
- Published
- 2017
- Full Text
- View/download PDF
8. Texture-Meshes in Digital Museum: Octree-Initialized Progressive Transmission with Feature Preservation
- Author
-
Zhao, Xuewei, Shen, Xukun, Qi, Yue, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Rangan, C. Pandu, editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Doug, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Hui, Kin-chuen, editor, Pan, Zhigeng, editor, Chung, Ronald Chi-kit, editor, Wang, Charlie C. L., editor, Jin, Xiaogang, editor, Göbel, Stefan, editor, and Li, Eric C.-L., editor
- Published
- 2007
- Full Text
- View/download PDF
9. MULTIRESOLUTION ANALYSIS FOR IRREGULAR MESHES WITH APPEARANCE ATTRIBUTES
- Author
-
Roy, Michaël, Foufou, Sebti, Truchetet, Frédéric, Viergever, Max A., editor, Wojciechowski, K., editor, Smolka, B., editor, Palus, H., editor, Kozera, R.S., editor, Skarbek, W., editor, and Noakes, L., editor
- Published
- 2006
- Full Text
- View/download PDF
10. A Geometry-Driven Hierarchical Compression Technique for Triangle Meshes
- Author
-
Chou, Chang-Min, Tseng, Din-Chang, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Dough, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Chang, Long-Wen, editor, and Lie, Wen-Nung, editor
- Published
- 2006
- Full Text
- View/download PDF
11. An Interpolatory Subdivision Scheme for Triangular Meshes and Progressive Transmission
- Author
-
Ling, Ruotian, Luo, Xiaonan, Chen, Ren, Zheng, Guifeng, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Dough, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Zha, Hongbin, editor, Pan, Zhigeng, editor, Thwaites, Hal, editor, Addison, Alonzo C., editor, and Forte, Maurizio, editor
- Published
- 2006
- Full Text
- View/download PDF
12. Research of Dynamic Terrain in Complex Battlefield Environments
- Author
-
Cai, Xingquan, Li, Fengxia, Sun, Haiyan, Zhan, Shouyi, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Dough, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Pan, Zhigeng, editor, Aylett, Ruth, editor, Diener, Holger, editor, Jin, Xiaogang, editor, Göbel, Stefan, editor, and Li, Li, editor
- Published
- 2006
- Full Text
- View/download PDF
13. Efficient Out-of-Core Rendering of Complex 3D Scenes
- Author
-
Gao, Yu, Deng, Baosong, Wei, Yingmei, Wu, Lingda, Hutchison, David, editor, Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Dough, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Pan, Zhigeng, editor, Aylett, Ruth, editor, Diener, Holger, editor, Jin, Xiaogang, editor, Göbel, Stefan, editor, and Li, Li, editor
- Published
- 2006
- Full Text
- View/download PDF
14. Level of Detail Modelling in a Computer Game Engine
- Author
-
Ramos, Francisco, Chover, Miguel, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Nierstrasz, Oscar, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Sudan, Madhu, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Dough, Series editor, Vardi, Moshe Y., Series editor, Weikum, Gerhard, Series editor, and Rauterberg, Matthias, editor
- Published
- 2004
- Full Text
- View/download PDF
15. LodStrips: Level of Detail Strips
- Author
-
Ramos, J. F., Chover, M., Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Naor, Moni, editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Dough, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Bubak, Marian, editor, van Albada, Geert Dick, editor, Sloot, Peter M. A., editor, and Dongarra, Jack, editor
- Published
- 2004
- Full Text
- View/download PDF
16. GTVIS: Fast and Efficient Rendering System for Real-Time Terrain Visualization
- Author
-
Apu, Russel A., Gavrilova, Marina L., Kanade, Takeo, editor, Kittler, Josef, editor, Kleinberg, Jon M., editor, Mattern, Friedemann, editor, Mitchell, John C., editor, Nierstrasz, Oscar, editor, Pandu Rangan, C., editor, Steffen, Bernhard, editor, Sudan, Madhu, editor, Terzopoulos, Demetri, editor, Tygar, Dough, editor, Vardi, Moshe Y., editor, Weikum, Gerhard, editor, Laganá, Antonio, editor, Gavrilova, Marina L., editor, Kumar, Vipin, editor, Mun, Youngsong, editor, Tan, C. J. Kenneth, editor, and Gervasi, Osvaldo, editor
- Published
- 2004
- Full Text
- View/download PDF
17. Fan Clouds - An Alternative to Meshes
- Author
-
Linsen, Lars, Prautzsch, Hartmut, Goos, Gerhard, editor, Hartmanis, Juris, editor, van Leeuwen, Jan, editor, Asano, Tetsuo, editor, Klette, Reinhard, editor, and Ronse, Chrisitan, editor
- Published
- 2003
- Full Text
- View/download PDF
18. Complex 3D Objects
- Author
-
Harrison, Lynn Thomas and Harrison, Lynn Thomas
- Published
- 2003
- Full Text
- View/download PDF
19. Web-Based 3D
- Author
-
Diehl, Stephan, Bernus, Peter, editor, Błażewicz, Jacek, editor, Schmidt, Günter, editor, Shaw, Michael, editor, Adelsberger, Heimo H., editor, Collis, Betty, editor, and Pawlowski, Jan M., editor
- Published
- 2002
- Full Text
- View/download PDF
20. Efficient Implementation of Multiresolution Triangle Strips
- Author
-
Belmonte, Óscar, Remolar, Inmaculada, Ribelles, José, Chover, Miguel, Fernández, Marcos, Goos, Gerhard, editor, Hartmanis, Juris, editor, van Leeuwen, Jan, editor, Sloot, Peter M. A., editor, Hoekstra, Alfons G., editor, Tan, C. J. Kenneth, editor, and Dongarra, Jack J., editor
- Published
- 2002
- Full Text
- View/download PDF
21. Labeling the Brain Surface Using a Deformable Multiresolution Mesh
- Author
-
Jaume, Sylvain, Macq, Benoît, Warfield, Simon K., Goos, Gerhard, editor, Hartmanis, Juris, editor, van Leeuwen, Jan, editor, Dohi, Takeyoshi, editor, and Kikinis, Ron, editor
- Published
- 2002
- Full Text
- View/download PDF
22. Voxel Column Culling: Occlusion Culling for Large Terrain Models
- Author
-
Zaugg, Brian, Egbert, Parris K., Hansmann, W., editor, Purgathofer, W., editor, Sillion, F., editor, Ebert, David S., editor, Favre, Jean M., editor, and Peikert, Ronald, editor
- Published
- 2001
- Full Text
- View/download PDF
23. Data Compression of Multiresolution Surfaces
- Author
-
Klein, Reinhard, Gumhold, Stefan, Hansmann, W., editor, Hewitt, W. T., editor, Purgathofer, W., editor, and Bartz, Dirk, editor
- Published
- 1998
- Full Text
- View/download PDF
24. Efficient framework for mobile walkthrough application.
- Author
-
Fathy, Ghada M., Hassan, Hanan A., Sheta, Walaa M., and Bahgat, Reem
- Subjects
STRUCTURED walkthrough (Computer science) ,MOBILE apps ,COMPUTER graphics ,TECHNOLOGICAL innovations ,INFORMATION resources - Abstract
The past few years have witnessed a dramatic growth in the number and variety of graphics intensive mobile applications, which allow users to interact and navigate through large scenes such as historical sites, museums and virtual cities. These applications support many clients and impose a heavy requirement on network resources and computational resources. One key issue in the design of cost efficient mobile walkthrough applications is the data transmission between servers and mobile client devices. In this paper, we propose an effective progressive mesh transmission framework that stores and divide scene objects into different resolutions. In this approach, each mobile device progressively receives and processes only the object’s details matching its display resolution which improves the overall system’s response time and the user’s perception. A fine grained cache mechanism is used to keep the most frequently requested objects’ details in the device memory and consequently reduce the network traffic. Experiments, in simulated and real world environment, are used to illustrate the effectiveness of the proposed framework under various settings of the virtual scene and mobile device configuration. Experimental results show that the proposed framework can improve the walkthrough system performance in mobile devices, with a relatively small overhead. [ABSTRACT FROM AUTHOR]
- Published
- 2015
- Full Text
- View/download PDF
25. POMAR: Compression of progressive oriented meshes accessible randomly.
- Author
-
Maglo, Adrien, Grimstead, Ian, and Hudelot, Céline
- Subjects
- *
LOSSLESS data compression , *MANIFOLDS (Mathematics) , *ALGORITHMS , *RANDOM access memory , *DATA extraction , *COMPUTER graphics - Abstract
Abstract: This paper presents a new random accessible and progressive lossless manifold triangle mesh compression algorithm named POMAR. It allows to extract different parts of the input mesh at different levels of detail during the decompression. A smooth transition without artefacts is generated between adjacent regions decompressed at different levels of detail. Our approach allows selective decompression with low delay and compares favourably to previous random accessible and progressive schemes in terms of compression rates. [Copyright &y& Elsevier]
- Published
- 2013
- Full Text
- View/download PDF
26. Progressive compression of manifold polygon meshes
- Author
-
Maglo, Adrien, Courbet, Clément, Alliez, Pierre, and Hudelot, Céline
- Subjects
- *
DATA compression , *GRID computing , *MANIFOLDS (Mathematics) , *ALGORITHMS , *OPERATOR theory , *PREDICTION models , *WAVELETS (Mathematics) - Abstract
Abstract: This paper presents a new algorithm for the progressive compression of manifold polygon meshes. The input surface is decimated by several traversals that generate successive levels of detail through a specific patch decimation operator which combines vertex removal and local remeshing. The mesh connectivity is encoded by two lists of Boolean error predictions based on the mesh geometry: one for the inserted edges and the other for the faces with a removed center vertex. The mesh geometry is encoded with a barycentric error prediction of the removed vertex coordinates and a local curvature prediction. We also include two methods that improve the rate-distortion performance: a wavelet formulation with a lifting scheme and an adaptive quantization technique. Experimental results demonstrate the effectiveness of our approach in terms of compression rates and rate-distortion performance. [Copyright &y& Elsevier]
- Published
- 2012
- Full Text
- View/download PDF
27. An improved method for progressive animation models generation.
- Author
-
Zhang, ShiXue, Zhao, JinYu, and Wu, EnHua
- Abstract
In computer graphics, animated models are widely used to represent time-varying data. And the progressive representation of such models can accelerate the speed of processing, transmission and storage. In this paper, we propose an efficient method to generate progressive animation models. Our method uses an improved curvature sensitive quadric error metric (QEM) criterion as basic measurement, which can preserve more local features on the surface. We append a deformation weight to the aggregated edge contraction cost during the whole animation to preserve more motion features. At last, we introduce a mesh optimization method for the animation sequence, which can efficiently improve the temporal coherence and reduce visual artifacts between adjacent frames. The results show our approach is efficient, easy to implement, and good quality progressive animation models can be generated at any level of detail. [ABSTRACT FROM AUTHOR]
- Published
- 2010
- Full Text
- View/download PDF
28. Scalable isosurface visualization of massive datasets on commodity off-the-shelf clusters
- Author
-
Zhang, Xiaoyu and Bajaj, Chandrajit
- Subjects
- *
COMPUTER simulation , *TOMOGRAPHY , *COMPUTER networks , *SCALABILITY , *VOLUMETRIC analysis , *DATA compression , *PARALLEL computers - Abstract
Abstract: Tomographic imaging and computer simulations are increasingly yielding massive datasets. Interactive and exploratory visualizations have rapidly become indispensable tools to study large volumetric imaging and simulation data. Our scalable isosurface visualization framework on commodity off-the-shelf clusters is an end-to-end parallel and progressive platform, from initial data access to the final display. Interactive browsing of extracted isosurfaces is made possible by using parallel isosurface extraction, and rendering in conjunction with a new specialized piece of image compositing hardware called Metabuffer. In this paper, we focus on the back end scalability by introducing a fully parallel and out-of-core isosurface extraction algorithm. It achieves scalability by using both parallel and out-of-core processing and parallel disks. It statically partitions the volume data to parallel disks with a balanced workload spectrum, and builds I/O-optimal external interval trees to minimize the number of I/O operations of loading large data from disk. We also describe an isosurface compression scheme that is efficient for progress extraction, transmission and storage of isosurfaces. [Copyright &y& Elsevier]
- Published
- 2009
- Full Text
- View/download PDF
29. Simulation model for CNC machining of sculptured surface allowing different levels of detail.
- Author
-
Wei He and Hongzan Bin
- Subjects
- *
GRID computing , *SIMULATION methods & models , *MACHINING , *NUMERICAL grid generation (Numerical analysis) , *COMPUTER input-output equipment design & construction , *MANUFACTURING processes - Abstract
Recently, CNC machining simulations require exponentially increasing computational time and memories of the computers, which have become a significant challenge for both computer hardware and software. This paper presents a novel geometric model for CNC machining simulations, which is called Level of details based on G-Code, or G-LODs for short. The G-LODs uses a type of progressive mesh to construct the surface simulation grid ( SSG). The SSG can be adopted to simulate the CNC machining processes at proper level of details. So theoretically simulations based on the G-LODs will not excessively occupy the computational and storage resources of computers. Based on the SSG, the G-buffer method is used to construct the solid model of the parts. The methodology of how to construct the G-LODs is established. In conclusion, several simulation examples based the G-LODs are presented. [ABSTRACT FROM AUTHOR]
- Published
- 2007
- Full Text
- View/download PDF
30. PROGRESSIVE IMAGES:: APPLYING MESH PROCESSING TO IMAGES.
- Author
-
LEE, YUNJIN, IM, JONG-GUK, and LEE, SEUNGYONG
- Subjects
- *
DIGITAL image processing , *DIGITAL signal processing , *GRAPHIC methods , *IMAGE quality analysis , *DIGITAL images , *OPTICAL resolution - Abstract
Recently the application of signal and image processing techniques to polygonal meshes has attracted much attention in graphics. In this paper, the interesting reverse direction is considered; application of mesh processing techniques to images. We present a multiresolution representation of an image, called a progressive image, which is based on the progressive mesh representation. By applying mesh simplification to an image, we obtain a continuous hierarchy of image features from large to small scales. Multiresolution detail representation and the concept of dual pieces play an important role in performing feature processing with a progressive image. We demonstrate that a progressive image can be successfully applied to graphics problems concerning images, such as high dynamic range compression and painterly rendering. [ABSTRACT FROM AUTHOR]
- Published
- 2006
- Full Text
- View/download PDF
31. An Improved Vertex Caching Scheme for 3D Mesh Rendering.
- Author
-
Gang Lin and Yu, Thomas P.-Y.
- Subjects
COMPUTER graphics ,IMAGE processing ,ALGORITHMS ,IMAGING systems ,VISUALIZATION ,MATHEMATICAL optimization - Abstract
Modern graphics cards are equipped with a vertex cache to reduce the amount of data needing to be transmitted to the graphics pipeline during rendering. To make effective use of the cache and facilitate rendering, it is key to represent a mesh in a manner that maximizes the cache hit rate. In this work, we propose a simple yet effective algorithm for generating a sequence for efficient rendering of 3D polygonal meshes based on greedy optimization. The algorithm outperforms the current state-of-the-art algorithms in terms of rendering efficiency of the resultant sequence. We also adapt it for the rendering of progressive meshes. For any simplified version of the original mesh, the rendering sequence is generated by adaptively updating the reordered sequence at full resolution. The resultant rendering sequence is cheap to compute and has reasonably good rendering performance, which is desirable to many complex rendering environments involving continuous rendering of meshes at various level of details. The experimental results on a collection of 3D meshes are provided. [ABSTRACT FROM AUTHOR]
- Published
- 2006
- Full Text
- View/download PDF
32. Material-Discontinuity Preserving Progressive Mesh Using Vertex-Collapsing Simplification.
- Author
-
Shu-Kai Yang and Jung-Hong Chuang
- Subjects
PLANE geometry ,MATHEMATICAL models ,METHODOLOGY ,DISCOURSE analysis ,MATHEMATICAL functions ,SIMULATION methods & models - Abstract
Level Of Detail (LOD) modelling or mesh reduction has been found useful in interactive walkthrough applications. Progressive meshing techniques based on edge or triangle collapsing have been recognised useful in continuous LOD, progressive refinement, and progressive transmission. We present a vertex-collapsing mesh reduction scheme that effectively takes shape and feature preserving as well as material-discontinuity preserving into account, and produces a progressive mesh which generally has more vertices collapsed between adjacent levels of detail than methods based on edge-collapsing and triangle collapsing. [ABSTRACT FROM AUTHOR]
- Published
- 2003
- Full Text
- View/download PDF
33. Progressive Hulls for Intersection Applications.
- Author
-
Platis, Nikos and Theoharis, Theoharis
- Subjects
- *
DESCRIPTIVE geometry , *COMPUTER graphics , *ENGINEERING graphics , *DIGITAL image processing , *COMPUTER industry - Abstract
Abstract Progressive meshes are an established tool for triangle mesh simplification. By suitably adapting the simplification process, progressive hulls can be generated which enclose the original mesh in gradually simpler, nested meshes. We couple progressive hulls with a selective refinement framework and use them in applications involving intersection queries on the mesh. We demonstrate that selectively refinable progressive hulls considerably speed up intersection queries by efficiently locating intersection points on the mesh. Concerning the progressive hull construction, we propose a new formula for assigning edge collapse priorities that significantly accelerates the simplification process, and enhance the existing algorithm with several conditions aimed at producing higher quality hulls. Using progressive hulls has the added advantage that they can be used instead of the enclosed object when a lower resolution of display can be tolerated, thus speeding up the rendering process. ACM CSS: I.3.3 Computer Graphics—Picture/Image Generation , I.3.5 Computer Graphics—Computational Geometry and Object Modeling , I.3.7 Computer Graphics—Three-Dimensional Graphics and Realism. [ABSTRACT FROM AUTHOR]
- Published
- 2003
- Full Text
- View/download PDF
34. A novel progressive modelling algorithm for 3D models.
- Author
-
Shu-Kai Yang, Chin-Chen Chang, Ding-Zhou Duan, and Ming-Fen Lin
- Subjects
VIRTUAL reality ,ALGORITHMS ,COMPUTER simulation ,SIMULATION methods & models ,THREE-dimensional imaging - Abstract
This paper presents a novel progressive modelling algorithm for 3D models to generate progressive meshes. We propose a forest clustering simplification method to generate a progressive mesh of a model with the efficient and smooth transitions between meshes at different resolutions. Our approach can also integrate and balance the appearance attributes to preserve features of a model in the simplification process. We have applied our progressive modelling technique to several different kinds of input models and results show that our approach only generates efficient and smooth progressive meshes of a given model, but also preserves the features. The proposed method is very suitable for progressive transmission and real-time rendering of 3D models in networked virtual environments. Copyright © 2002 John Wiley & Sons, Ltd. [ABSTRACT FROM AUTHOR]
- Published
- 2002
- Full Text
- View/download PDF
35. Visualizer: a mesh visualization system using view-dependent refinement
- Author
-
Güdükbay, U&gcaron;ur, Arıkan, Okan, and Özgüç, Bülent
- Subjects
- *
THREE-dimensional imaging , *VISUALIZATION , *COMPUTER graphics - Abstract
Arbitrary triangle mesh is a collection of 3D triangles without any shape or boundary restrictions. Progressive mesh (PM) is a multiresolution representation that defines continuous level of detail approximations for arbitrary triangle meshes. PM representation of a mesh can be processed to obtain a mesh approximation between the original and the base (simplified) mesh. Furthermore, PM can be refined in a view-dependent fashion to obtain a simpler mesh within a perceptual image quality. In this paper, we introduce an adaptation and improvements in our implementation for view-dependent refinement of progressive meshes. Essentially, we use a similar approach to Hoppe''s framework (ACM Comput. Graphics, Proceedings of SIGGRAPH’97, August 1997, pp. 189–198) for view-dependent refinement with a different algorithm for constructing PM representation. Our method is simple to implement and fast enough to achieve interactive frame rates for moderately complex models (models containing hundreds of thousands of polygons) on a machine with polygon rendering hardware. Moreover, our implementation allows changes to topology and achieves a simpler and sometimes more realistic refinements. [Copyright &y& Elsevier]
- Published
- 2002
36. A new mesh simplification algorithm based on triangle collapses.
- Author
-
Pan, Zhigeng, Zhou, Kun, and Shi, Jiaoying
- Abstract
In this paper a new mesh simplification algorithm based on triangle collapses is presented. The algorithm can provide efficient error management and simplify the original mesh greatly. Progressive meshes may be constructed with triangle collapsing operation. To make continuous transition between level of detail (LOD) models possible, a method for interpolating is also presented. Examples illustrate the efficiency of the algorithm. [ABSTRACT FROM AUTHOR]
- Published
- 2001
- Full Text
- View/download PDF
37. 3D Model compression using Connectivity-Guided Adaptive Wavelet Transform built into 2D SPIHT
- Author
-
A. Enis Cetin, Levent Onural, Kivanc Kose, Uğur Güdükbay, Güdükbay, Uğur, and Çetin, A. Enis
- Subjects
Discrete wavelet transform ,Image compression ,Lifting scheme ,Stationary wavelet transform ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Adaptive wavelet transform ,Wavelet analysis ,Data_CODINGANDINFORMATIONTHEORY ,Pixels ,Wavelet packet decomposition ,Wavelet transforms ,Set partitioning in hierarchical trees ,Orthographic projections ,Wavelet ,Rate distortion performance ,Zerotree wavelets ,Media Technology ,Digital image storage ,Projection ,Connectivity coding ,Spiht ,Electrical and Electronic Engineering ,2D images ,Mathematics ,Adaptive predictors ,business.industry ,Second-generation wavelet transform ,Motion Picture Experts Group standards ,Three dimensional ,3D models ,Image coding ,Wavelet transform ,Pattern recognition ,Mesh compression ,Wavelet transformed data ,3D meshes ,Progressive mesh representation ,Signal Processing ,Adaptive wavelet transforms ,Connectivity information ,Computer Vision and Pattern Recognition ,Artificial intelligence ,Progressive Mesh ,Static mesh ,business ,Bit stream ,Conversion methods - Abstract
Connectivity-Guided Adaptive Wavelet Transform based mesh compression framework is proposed. The transformation uses the connectivity information of the 3D model to exploit the inter-pixel correlations. Orthographic projection is used for converting the 3D mesh into a 2D image-like representation. The proposed conversion method does not change the connectivity among the vertices of the 3D model. There is a correlation between the pixels of the composed image due to the connectivity of the 3D mesh. The proposed wavelet transform uses an adaptive predictor that exploits the connectivity information of the 3D model. Known image compression tools cannot take advantage of the correlations between the samples. The wavelet transformed data is then encoded using a zero-tree wavelet based method. Since the encoder creates a hierarchical bitstream, the proposed technique is a progressive mesh compression technique. Experimental results show that the proposed method has a better rate distortion performance than MPEG-3DGC/MPEG-4 mesh coder. © 2009 Elsevier Inc. All rights reserved.
- Published
- 2010
38. Towards interactive simulation in automotive design
- Author
-
Clemens-August Thole, Yuri Astakhov, André Stork, Lialia Nikitina, Igor Nikitin, Stanislav Klimenko, and Publica
- Subjects
Mathematical optimization ,Optimization problem ,Computer science ,Design of experiments ,simulation ,Computer Graphics and Computer-Aided Design ,Multi-objective optimization ,Engineering optimization ,Metamodeling ,Computer graphics ,progressive mesh ,virtual engineering ,Computer Vision and Pattern Recognition ,Graphics ,optimization ,Interactive visualization ,Software - Abstract
One of the important tasks in Mechanical Engineering is to increase the safety of the vehicle and decrease its production costs. This task is typically solved by means of Multiobjective Optimization, which formulates the problem as a mapping from the space of design variables to the space of target criteria and tries to find an optimal region in these multidimensional spaces. Due to high computational costs of numerical simulations, the sampling of this mapping is usually very sparse and scattered. Combining design of experiments methods, metamodeling, new interpolation schemes and innovative graphics methods, we enable the user to interact with simulation parameters, optimization criteria, and come to a new interpolated crash result within seconds. We denote this approach as Simulated Reality, a new concept for the interplay between simulation, optimization and interactive visualization. In this paper we show the application of Simulated Reality for solution of real life car design optimization problems.
- Published
- 2008
39. Simulation model for CNC machining of sculptured surface allowing different levels of detail
- Author
-
He, Wei and Bin, Hongzan
- Published
- 2007
- Full Text
- View/download PDF
40. Detail control in line drawings of 3D meshes
- Author
-
Jeong, Kyuman, Ni, Alex, Lee, Seungyong, and Markosian, Lee
- Published
- 2005
- Full Text
- View/download PDF
41. Hybrid and forward error correction transmission techniques for unreliable transport of 3D geometry
- Author
-
Chen, Zhihua, Barnes, J. Fritz, and Bodenheimer, Bobby
- Published
- 2005
- Full Text
- View/download PDF
42. Material-Discontinuity Preserving Progressive Mesh Using Vertex-Collapsing Simplification
- Author
-
Yang, Shu-Kai and Chuang, Jung-Hong
- Published
- 2003
- Full Text
- View/download PDF
43. Progressive compression of digital elevation data using meshes
- Author
-
Kivanc Kose, A. Enis Cetin, Erdal Yilmaz, and Çetin, A. Enis
- Subjects
Image compression ,Digital elevation data ,Computer science ,Gray-scale images ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Surveying ,Wavelet analysis ,Data_CODINGANDINFORMATIONTHEORY ,Grayscale ,Wavelet ,Computer Science::Multimedia ,Progressive compression ,Digital image storage ,U-matrix ,Pixel values ,Computer vision ,Transform coding ,Image compression algorithms ,Multiresolution display ,Multiresolution property ,Gray scale ,Pixel ,Map image ,business.industry ,Image coding ,Wavelet transform ,Geology ,Remote sensing ,Computer Science::Computer Vision and Pattern Recognition ,Adaptive wavelets ,Artificial intelligence ,Progressive Mesh ,business ,Bit stream ,Digital elevation map ,Data compression - Abstract
Date of Conference: 12-17 July 2009 Conference name: 2009 IEEE International Geoscience and Remote Sensing Symposium In this paper a new Digital Elevation Map (DEM) image compression algorithm is proposed. DEM image can be threated as a grayscale image, whose pixel values are the elevation values of the map points. The grayscale DEM image is compressed using an adaptive wavelet based image compression algorithm. The method, which is an extension of the progressive mesh compression takes advantage of the multiresolution property of the wavelets while coding the map images. This makes it possible to decode different resolutions of the map from the encoded bit stream providing a multiresolution display of a given map. Experimental results are presented. ©2009 IEEE.
- Published
- 2009
44. Spectral coding of mesh geometry with a hierarchical set partitioning algorithm
- Author
-
Konur, Umut, Bayazıt, Uluğ, Ateş, Hasan Fehmi, Gürgen, Sadık Fikret, Işık Üniversitesi, Mühendislik Fakültesi, Elektrik-Elektronik Mühendisliği Bölümü, Işık University, Faculty of Engineering, Department of Electrical-Electronics Engineering, Bayazıt, Uluğ, and Ateş, Hasan Fehmi
- Subjects
Signal processing ,Rate-distortion performance ,Sıradüzensel küme bölüntüleme ,Spectral coefficients ,Integrated circuits ,Set partitioning method ,Aşamalı kodlama ,Set partitioning ,Progressive mesh geometry coder ,Topology ,Joint coding ,Axial flow ,Octree ,Progressive mesh ,Spectral coding ,Mesh simplification ,Coding systems ,Mesh geometry ,Programming theory ,Embedded system ,MPEG 4 Standard ,Bit allocations ,Orthonormal bases ,Irregular meshes ,Geometry information ,Image coding ,Codes (symbols) ,Spektral dönüşüm ,Spatial coordinates ,Hierarchical set partitioning algorithm ,Bit rate ,Rate-distortion ,Spectrum analysis ,Partitioning algorithms ,Point cloud ,Efficient ,Graphic methods ,Encoding ,Spectral transformations ,Mesh topologies ,Bit planes ,Mathematical transformations ,Set theory ,Information geometry - Abstract
Çalışmamızda bir dönüşümle elde edilen spektral katsayılar kullanılarak betimlenen tel file geometri bilgisi, katsayılara bütün bit düzlemlerinde en doğru öncelikler atanarak sıradüzensel bir küme bölüntüleme algoritmasıyla aşamalı biçimde kodlanmaktadır. Kullanılan spektral dönüşüm [8]’de önerilmekte ve geometri bilgisinin topolojiden belirlenen birimdik bir doğuray üzerine düşümlenerek katsayıların elde edilmesi ilkesine dayanmaktadır. Kodlamada kullanılan küme bölüntüleme yöntemi, üç ayrı uzamsal koordinata ait farklı katsayıların bitlerine her bit düzleminde doğru önceliği tanımakta ve katsayıların bit düzlemlerindeki sıfırları birleşik kodladığı için dolaylı bit atamasını başararak tamamen gömülü bir yapıyı sağlayabilmektedir. Yaygın düzensiz tel filelerle yapılan deneylerde önerilen yöntemin hız-bozunum başarımı, [8]’deki kodlama yönteminin hız-bozunum başarımına göre açık bir üstünlük sağlamaktadır. This work proposes a progressive mesh geometry coder, which expresses geometry information in terms of spectral coefficients obtained through a transformation and codes these coefficients using a hierarchical set partitioning algorithm that assigns right priorities to those coefficients at all bit planes. The spectral transformation used is the one proposed in [8] where the spectral coefficients are obtained by projecting the mesh geometry on an orthonormal basis determined by mesh topology. The set partitioning method used in coding, treats spectral coefficients belonging to the three spatial coordinates with the right priority at all bit planes and realizes a truly embedded system by achieving implicit bit allocation via joint coding the zeroes of coefficients at the bit planes. The experiments performed on common irregular meshes reveal that the rate-distortion performance of the coder is significantly superior to the coding system proposed in [8]. IEEE Publisher's Version WOS:000252924600218
- Published
- 2007
45. Role-Based Viewing for Secure Collaborative Modeling
- Author
-
DREXEL UNIV PHILADELPHIA PA DEPT OF COMPUTER SCIENCE, Cera, Christopher D., Kim, Taoseong, Braude, Ilya, Han, JungHyun, Regli, William C., DREXEL UNIV PHILADELPHIA PA DEPT OF COMPUTER SCIENCE, Cera, Christopher D., Kim, Taoseong, Braude, Ilya, Han, JungHyun, and Regli, William C.
- Abstract
Information security and assurance are new frontiers for collaborative design. In this context, information assurance (IA) refers to methodologies to protect engineering information by ensuring its availability, confidentiality, integrity, non-repudiation, authentication, access control, etc. In collaborative design, IA techniques are needed to protect intellectual property, establish security privileges and create "need to know" protections on critical features. Aside from 3D watermarking, research on how to provide IA to distributed collaborative engineering teams is largely non-existent. This paper provides a framework for information assurance within collaborative design, based on a technique we call role-based viewing. Such role-based viewing is achieved through integration of multi-resolution geometry and security models. 3D models are geometrically partitioned, and the partitioning is used to create multi-resolution mesh hierarchies. Extracting a model suitable for access rights for individual actors within a collaborative design environment is driven by an elaborate access control mechanism., The original document contains color images. Sponsored in part by National Science Foundation Grant no. IIS-9733545. Prepared in cooperation with Sung Kyun Kwan University, School of Information and Communications Engineering, Computer Graphics Laboratory, Suwon, Korea.
- Published
- 2003
46. Labeling the brain surface using a deformable multiresolution mesh
- Author
-
UCL - FSA/ELEC - Département d'électricité, Jaume, S., Macq, Benoît, Warfield, SK, 5th International Conference on Medical Image Computing and Computer-Assisted Intervention, UCL - FSA/ELEC - Département d'électricité, Jaume, S., Macq, Benoît, Warfield, SK, and 5th International Conference on Medical Image Computing and Computer-Assisted Intervention
- Abstract
We propose to match a labeled mesh onto the patient brain surface in a multiresolution way for labeling the patient brain. Labeling the patient brain surface provides a map of the brain folds where the neuroradiologist and the neurosurgeon can easily track the features of interest. Due to the complexity of the cortical surface, this task usually depends on the intervention of an expert, and is time-consuming. Our multiresolution representation for the brain surface allows the automated classification of the folds based on their size, The atlas mesh is deformed from coarse to fine to robustly capture the patient brain folds from the largest to the smallest. Once the atlas mesh matches the patient mesh, the atlas labels are transferred to the patient mesh, and color coded for visualization.
- Published
- 2002
47. Progressive Meshes
- Author
-
Sumec, Stanislav, Beran, Vítězslav, Zelený, Jan, Sumec, Stanislav, Beran, Vítězslav, and Zelený, Jan
- Abstract
V počítačové grafice se stále častěji setkáváme s velmi detailními modely, které kladou velké nároky na vykreslovací i paměťové zařízení. Jedním z možných zlepšení a zmírnění těchto vysokých potřeb je tzv. Progressive mesh. Jedná se o způsob reprezentace 3D objektu, díky kterému je možné měnit dynamicky úroveň detailů, optimalizovat povrch, vytvářet plynulé přechody mezi úrovněmi prokreslení a efektivně tyto objekty ukládat a přenášet., There are many highly detailed 3D objects in computer graphics today, which expect high-tech hardware equipment for rendering, storing or transmitting. One of many possible solutions of these problems is progressive mesh. It is a kind of representation of 3D objects, which can be real-time modified in sense of level of detail (LOD). Progressive meshes can also modify effectively their surface, and create geomorphs between two different levels of detail. Progressive transmitting and compressed storing are also possible with this feature.
48. Progressive Meshes
- Author
-
Sumec, Stanislav, Beran, Vítězslav, Zelený, Jan, Sumec, Stanislav, Beran, Vítězslav, and Zelený, Jan
- Abstract
V počítačové grafice se stále častěji setkáváme s velmi detailními modely, které kladou velké nároky na vykreslovací i paměťové zařízení. Jedním z možných zlepšení a zmírnění těchto vysokých potřeb je tzv. Progressive mesh. Jedná se o způsob reprezentace 3D objektu, díky kterému je možné měnit dynamicky úroveň detailů, optimalizovat povrch, vytvářet plynulé přechody mezi úrovněmi prokreslení a efektivně tyto objekty ukládat a přenášet., There are many highly detailed 3D objects in computer graphics today, which expect high-tech hardware equipment for rendering, storing or transmitting. One of many possible solutions of these problems is progressive mesh. It is a kind of representation of 3D objects, which can be real-time modified in sense of level of detail (LOD). Progressive meshes can also modify effectively their surface, and create geomorphs between two different levels of detail. Progressive transmitting and compressed storing are also possible with this feature.
49. Progressive Meshes
- Author
-
Sumec, Stanislav, Beran, Vítězslav, Sumec, Stanislav, and Beran, Vítězslav
- Abstract
V počítačové grafice se stále častěji setkáváme s velmi detailními modely, které kladou velké nároky na vykreslovací i paměťové zařízení. Jedním z možných zlepšení a zmírnění těchto vysokých potřeb je tzv. Progressive mesh. Jedná se o způsob reprezentace 3D objektu, díky kterému je možné měnit dynamicky úroveň detailů, optimalizovat povrch, vytvářet plynulé přechody mezi úrovněmi prokreslení a efektivně tyto objekty ukládat a přenášet., There are many highly detailed 3D objects in computer graphics today, which expect high-tech hardware equipment for rendering, storing or transmitting. One of many possible solutions of these problems is progressive mesh. It is a kind of representation of 3D objects, which can be real-time modified in sense of level of detail (LOD). Progressive meshes can also modify effectively their surface, and create geomorphs between two different levels of detail. Progressive transmitting and compressed storing are also possible with this feature.
50. Progressive Meshes
- Author
-
Sumec, Stanislav, Beran, Vítězslav, Sumec, Stanislav, and Beran, Vítězslav
- Abstract
V počítačové grafice se stále častěji setkáváme s velmi detailními modely, které kladou velké nároky na vykreslovací i paměťové zařízení. Jedním z možných zlepšení a zmírnění těchto vysokých potřeb je tzv. Progressive mesh. Jedná se o způsob reprezentace 3D objektu, díky kterému je možné měnit dynamicky úroveň detailů, optimalizovat povrch, vytvářet plynulé přechody mezi úrovněmi prokreslení a efektivně tyto objekty ukládat a přenášet., There are many highly detailed 3D objects in computer graphics today, which expect high-tech hardware equipment for rendering, storing or transmitting. One of many possible solutions of these problems is progressive mesh. It is a kind of representation of 3D objects, which can be real-time modified in sense of level of detail (LOD). Progressive meshes can also modify effectively their surface, and create geomorphs between two different levels of detail. Progressive transmitting and compressed storing are also possible with this feature.
Catalog
Discovery Service for Jio Institute Digital Library
For full access to our library's resources, please sign in.