A view-dependent multiresolution triangulation algorithm is presented for a real-time flythrough. The triangulation of the terrain is generated incrementally onthe-fly during th...
Improving the quality of tetrahedral meshes is an important operation in many scientific computing applications. Meshes with badly shaped elements impact both the accuracy and con...
We describe an efficient technique for out-of-core management and interactive rendering of planet sized textured terrain surfaces. The technique, called P-Batched Dynamic Adaptiv...
Paolo Cignoni, Fabio Ganovelli, Enrico Gobbetti, F...
We present an out-of-core mesh decimation algorithm that is able to handle input and output meshes of arbitrary size. The algorithm reads the input from a data stream in a single ...