We present a view-dependent level-of-detail algorithm for triangle meshes with subdivision connectivity. The algorithm is more suitable for textured meshes of arbitrary topology t...
Daniel I. Azuma, Daniel N. Wood, Brian Curless, To...
Simplification techniques have mainly been applied on static models. However in movie and game industries, many models are designed to be animated. We extend the progressive mesh ...
When designing a lowpass filter to eliminate noise in a triangle mesh, the cutoff frequency is typically chosen by a cumbersome trial-and-error process. Therefore, it is important...
Abstract. We present a Virtual Reality application enabling interactive, physically correct simulation of tube-like flexible objects. Our objective was to describe flexible objec...
A view-dependent multiresolution triangulation algorithm is presented for a real-time flythrough. The triangulation of the terrain is generated incrementally onthe-fly during th...