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» Triangle Mesh Compression for Fast Rendering
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DCC
2005
IEEE
14 years 5 months ago
TetStreamer: Compressed Back-to-Front Transmission of Delaunay Tetrahedra Meshes
We use the abbreviations tet and tri for tetrahedron and triangle. TetStreamer encodes a Delaunay tet mesh in a back-to-front visibility order and streams it from a server to a cl...
Urs Bischoff, Jarek Rossignac
WSCG
2004
190views more  WSCG 2004»
13 years 7 months ago
Scalable Compression and Rendering of Textured Terrain Data
Several sophisticated methods are available for efficient rendering of out-of-core terrain data sets. For huge data sets the use of preprocessed tiles has proven to be more effici...
Roland Wahl, Manuel Massing, Patrick Degener, Mich...
VISUALIZATION
2003
IEEE
13 years 11 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...
IMR
2003
Springer
13 years 11 months ago
Meshing of Diffusion Surfaces for Point-Based Tensor Field Visualization
The visualization of 3D vector and tensor fields in a 2D image is challenging because the large amount of information will either be mixed during projection to 2D or lead to seve...
Ralf Sondershaus, Stefan Gumhold
SIGGRAPH
1999
ACM
13 years 10 months ago
Optimization of Mesh Locality for Transparent Vertex Caching
Bus traffic between the graphics subsystem and memory can become a bottleneck when rendering geometrically complex meshes. In this paper, we investigate the use of vertex caching...
Hugues Hoppe