The key to real-time rendering of large-scale surfaces is to locally adapt surface geometric complexity to changing view parameters. Several schemes have been developed to address...
Level-of-detail modeling is a vital representation for real-time applications. To support texture mapping progressive meshes (PM), we usually allow the whole PM sequence to share ...
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
In this paper we present a method to achieve interactive rendering of smooth terrain based on coarse data. Therefore we use adaptive subdivision surfaces which are calculated on t...
We present a method to populate very large terrains with very detailed features such as roads, rivers, lakes and fields. These features can be interactively edited, and the landsc...