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VISUALIZATION
1997
IEEE
13 years 11 months ago
ROAMing terrain: real-time optimally adapting meshes
Terrain visualization is a difficult problem for applications requiring accurate images of large datasets at high frame rates, such as flight simulation and ground-based aircraf...
Mark A. Duchaineau, Murray Wolinsky, David E. Sige...
CGF
2008
120views more  CGF 2008»
13 years 7 months ago
Quality Isosurface Mesh Generation Using an Extended Marching Cubes Lookup Table
The Marching Cubes Algorithm may return degenerate, zero area isosurface triangles, and often returns isosurface triangles with small areas, edges or angles. We show how to avoid ...
Sundaresan Raman, Rephael Wenger
IMR
1998
Springer
13 years 11 months ago
A Survey of Unstructured Mesh Generation Technology
A brief survey of some of the fundamental algorithms in unstructured mesh generation is presented. Included is a discussion and categorization of triangle, tetrahedral, quadrilate...
Steven J. Owen
VISUALIZATION
1997
IEEE
13 years 11 months ago
A topology modifying progressive decimation algorithm
Triangle decimation techniques reduce the number of triangles in a mesh, typically to improve interactive rendering performance or reduce data storage and transmission requirement...
William J. Schroeder
CGF
1998
128views more  CGF 1998»
13 years 7 months ago
Multiresolution Isosurface Extraction with Adaptive Skeleton Climbing
An isosurface extraction algorithm which can directly generate multiresolution isosurfacesfrom volume data is introduced. It generates low resolution isosurfaces, with 4 to 25 tim...
Tim Poston, Tien-Tsin Wong, Pheng-Ann Heng