869 research outputs found

    Ordered Statistics Vertex Extraction and Tracing Algorithm (OSVETA)

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    We propose an algorithm for identifying vertices from three dimensional (3D) meshes that are most important for a geometric shape creation. Extracting such a set of vertices from a 3D mesh is important in applications such as digital watermarking, but also as a component of optimization and triangulation. In the first step, the Ordered Statistics Vertex Extraction and Tracing Algorithm (OSVETA) estimates precisely the local curvature, and most important topological features of mesh geometry. Using the vertex geometric importance ranking, the algorithm traces and extracts a vector of vertices, ordered by decreasing index of importance.Comment: Accepted for publishing and Copyright transfered to Advances in Electrical and Computer Engineering, November 23th 201

    GPU-based Streaming for Parallel Level of Detail on Massive Model Rendering

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    Rendering massive 3D models in real-time has long been recognized as a very challenging problem because of the limited computational power and memory space available in a workstation. Most existing rendering techniques, especially level of detail (LOD) processing, have suffered from their sequential execution natures, and does not scale well with the size of the models. We present a GPU-based progressive mesh simplification approach which enables the interactive rendering of large 3D models with hundreds of millions of triangles. Our work contributes to the massive rendering research in two ways. First, we develop a novel data structure to represent the progressive LOD mesh, and design a parallel mesh simplification algorithm towards GPU architecture. Second, we propose a GPU-based streaming approach which adopt a frame-to-frame coherence scheme in order to minimize the high communication cost between CPU and GPU. Our results show that the parallel mesh simplification algorithm and GPU-based streaming approach significantly improve the overall rendering performance

    Geometric data for testing implementations of point reduction algorithms : case study using Mapshaper v 0.2.28 and previous versions

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    There are several open source and commercial implementations of the Visvalingam algorithm for line generalisation. The algorithm provides scope for implementation-specific interpretations, with different outcomes. This is inevitable and sometimes necessary and, they do not imply that an implementation is flawed. The only restriction is that the output must not be so inconsistent with the intent of the algorithm that it becomes inappropriate. The aim of this paper is to place the algorithm within the literature, and demonstrate the value of the teragon-test for evaluating the appropriateness of implementations; Mapshaper v 0.2.28 and earlier versions are used for illustrative purposes. Data pertaining to natural features, such as coastlines, are insufficient for establishing whether deviations in output are significant. The teragon-test produced an unexpected loss of symmetry from both the Visvalingam and Douglas-Peucker options, making the tested versions unsuitable for some applications outside of cartography. This paper describes the causes, and discusses their implications. Mapshaper 0.3.17 passes the teragon test. Other developers and users should check their implementations using contrived geometric data, such as the teragon data provided in this paper, especially when the source code is not available. The teragon-test is also useful for evaluating other point reduction algorithms

    3D Mesh Simplification. A survey of algorithms and CAD model simplification tests

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    Simplication of highly detailed CAD models is an important step when CAD models are visualized or by other means utilized in augmented reality applications. Without simplication, CAD models may cause severe processing and storage is- sues especially in mobile devices. In addition, simplied models may have other advantages like better visual clarity or improved reliability when used for visual pose tracking. The geometry of CAD models is invariably presented in form of a 3D mesh. In this paper, we survey mesh simplication algorithms in general and focus especially to algorithms that can be used to simplify CAD models. We test some commonly known algorithms with real world CAD data and characterize some new CAD related simplication algorithms that have not been surveyed in previous mesh simplication reviews.Siirretty Doriast

    Multi-Resolution Texture Coding for Multi-Resolution 3D Meshes

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    We present an innovative system to encode and transmit textured multi-resolution 3D meshes in a progressive way, with no need to send several texture images, one for each mesh LOD (Level Of Detail). All texture LODs are created from the finest one (associated to the finest mesh), but can be re- constructed progressively from the coarsest thanks to refinement images calculated in the encoding process, and transmitted only if needed. This allows us to adjust the LOD/quality of both 3D mesh and texture according to the rendering power of the device that will display them, and to the network capacity. Additionally, we achieve big savings in data transmission by avoiding altogether texture coordinates, which are generated automatically thanks to an unwrapping system agreed upon by both encoder and decoder

    Mesh simplification with hierarchical shape analysis and iterative edge contraction

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    2003-2004 > Academic research: refereed > Publication in refereed journalVersion of RecordPublishe
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