We present a new method for user controlled morphing of two homeomorphic triangle meshes of arbitrary topology. In particular we focus on the problem of establishing a corresponde...
Aaron W. F. Lee, David P. Dobkin, Wim Sweldens, Pe...
Due to their simplicity and flexibility, polygonal meshes are about to become the standard representation for surface geometry in computer graphics applications. Some algorithms i...
Bintrees based on longest edge bisection and hierarchies of diamonds are popular multiresolution techniques on regularly sampled terrain datasets. In this work, we consider sparse...
The Multi Triangulation framework (MT) is a very general approach for managing adaptive resolution in triangle meshes. The key idea is arranging mesh fragments at different resolu...
Paolo Cignoni, Fabio Ganovelli, Enrico Gobbetti, F...
We address the texture level-of-detail problem for extremely large surfaces such as terrain during realtime, view-dependent rendering. A novel texture hierarchy is introduced base...