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» Decimation of triangle meshes
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GRAPHICSINTERFACE
2001
14 years 11 months ago
Universal Rendering Sequences for Transparent Vertex Caching of Progressive Meshes
We present methods to generate rendering sequences for triangle meshes which preserve mesh locality as much as possible. This is useful for maximizing vertex reuse when rendering ...
Alexander Bogomjakov, Craig Gotsman
ECCV
2010
Springer
15 years 3 months ago
TriangleFlow: Optical Flow with Triangulation-based Higher-Order Likelihoods
Abstract. We use a simple yet powerful higher-order conditional random field (CRF) to model optical flow. It consists of a standard photoconsistency cost and a prior on affine mo...
IMR
2004
Springer
15 years 3 months ago
Reliable Isotropic Tetrahedral Mesh Generation Based on an Advancing Front Method
In this paper, we propose a robust isotropic tetrahedral mesh generation method. An advancing front method is employed to control local mesh density and to easily preserve the ori...
Yasushi Ito, Alan M. Shih, Bharat K. Soni
GRAPHICSINTERFACE
2004
14 years 11 months ago
Hardware Accelerated Per-Pixel Displacement Mapping
In this paper we present an algorithm capable of rendering a displacement mapped triangle mesh interactively on latest GPUs. The algorithm uses only pixel shaders and does not rel...
Johannes Hirche, Alexander Ehlert, Michael C. Dogg...
CGF
2008
112views more  CGF 2008»
14 years 10 months ago
ReduceM: Interactive and Memory Efficient Ray Tracing of Large Models
We present a novel representation and algorithm, ReduceM, for memory efficient ray tracing of large scenes. ReduceM exploits the connectivity between triangles in a mesh and decom...
Christian Lauterbach, Sung-Eui Yoon, Ming Tang, Di...