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» Texture Adaptation for Progressive Meshes
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DCC
2005
IEEE
14 years 4 months ago
Progressive Low Bit Rate Coding of Simple 3D Objects with Matching Pursuit
This paper presents a low rate progressive 3D mesh compression scheme for simple genuszero 3D objects. The proposed scheme is based on signal representation using redundant expans...
Ivana Tosic, Pascal Frossard, Pierre Vandergheynst
VISUALIZATION
2003
IEEE
13 years 10 months ago
Planet-Sized Batched Dynamic Adaptive Meshes (P-BDAM)
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...
JCISE
2002
204views more  JCISE 2002»
13 years 5 months ago
Hierarchical Iso-Surface Extraction
The extraction and display of iso-surfaces is a standard method for the visualization of volume data sets. In this paper we present a novel approach that utilizes a hierarchy on b...
Ulf Labsik, Kai Hormann, Martin Meister, Günt...
TPDS
1998
73views more  TPDS 1998»
13 years 4 months ago
A Fully Adaptive Routing Algorithm for Dynamically Injured Hypercubes, Meshes, and Tori
—Unicast_V is a progressive, misrouting algorithm for packet or virtual cut-through networks. A progressive protocol forwards a message at an intermediate node if a nonfaulty pro...
Ming-Jer Tsai, Sheng-De Wang
SIGGRAPH
2000
ACM
13 years 9 months ago
Silhouette clipping
Approximating detailed models with coarse, texture-mapped meshes results in polygonal silhouettes. To eliminate this artifact, we introduce silhouette clipping, a framework for ef...
Pedro V. Sander, Xianfeng Gu, Steven J. Gortler, H...