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 algorithm for real-time level of detail reduction and display of high-complexity polygonal surface data. The algorithm uses a compact and efficient regular grid repr...
Peter Lindstrom, David Koller, William Ribarsky, L...
Cloth simulation is a highly intensive processor task. Higher details are often traded or sacrificed for speed in order to maintain the simulation at reasonable rates. This articl...
High-order and regularly sampled surface representations are more efficient and compact than general meshes and considerably simplify many geometric modeling and processing algor...
Advances in 3D scanning technologies have enabled the practical creation of meshes with hundreds of millions of polygons. Traditional algorithms for display, simplification, and ...