The search functionality is under construction.
The search functionality is under construction.

Keyword Search Result

[Keyword] level of detail(4hit)

1-4hit
  • Resolution Scaling for Mass Spring Model Simulations

    Maciej KOT  Hiroshi NAGAHASHI  Krzysztof GRACKI  

     
    PAPER-Computer Graphics

      Vol:
    E97-D No:8
      Page(s):
    2138-2146

    The volumetric representations of deformable objects suffer from high memory and computational costs. In this work we analyze an approach of constructing low-resolution mass spring models (MSMs) on the basis of a high-resolution reference MSM. Preserving the physical properties of the modeled objects is emphasized such that their motion is consistent and independent of the spring network resolution. We varied the node merging algorithm and analyzed how various aspects of the simplification process affected the properties of the model and how these properties translated into visual behavior in a simulation.

  • Geometry Splitting: An Acceleration Technique of Quadtree-Based Terrain Rendering Using GPU

    Eun-Seok LEE  Byeong-Seok SHIN  

     
    PAPER-Computer Graphics

      Vol:
    E94-D No:1
      Page(s):
    137-145

    In terrain visualization, the quadtree is the most frequently used data structure for progressive mesh generation. The quadtree provides an efficient level of detail selection and view frustum culling. However, most applications using quadtrees are performed on the CPU, because the pointer and recursive operation in hierarchical data structure cannot be manipulated in a programmable rendering pipeline. We present a quadtree-based terrain rendering method for GPU (Graphics Processing Unit) execution that uses vertex splitting and triangle splitting. Vertex splitting supports a level of detail selection, and triangle splitting is used for crack removal. This method offers higher performance than previous CPU-based quadtree methods, without loss of image quality. We can then use the CPU for other computations while rendering the terrain using only the GPU.

  • A Shape Resolution Control of Textured Object Applying Tolerance Caused by Movement

    Daisuke WAKATSUKI  Ikuo ISHII  Akira TAKAHASHI  

     
    PAPER

      Vol:
    E89-D No:1
      Page(s):
    28-36

    We propose a shape resolution control method applying a tolerance caused by movement to object's shape and texture in order to represent efficiently a textured object that has a detailed structure. It is generally difficult to perceive the error of shape or texture of the object that is moving. Our method applies this error as a tolerance. The efficient object's representation is realized by the shape resolution control that tolerates errors of contour shape and textured surface by the tolerance caused by movement and reduces object's data. It was shown better experimental results of processing time and of the quality of images in comparison with other methods. Thus, it was proved that the method applying the tolerance caused by movement to the object's shape and texture is effective in the representation of textured object that has a detailed structure.

  • On the Precision of Textures

    Frank NIELSEN  Nicolas De MAUROY  

     
    PAPER

      Vol:
    E84-D No:12
      Page(s):
    1684-1689

    In this paper, we first introduce the notion of texture precision given the 3d geometry of a scene. We then provide an algorithm to acquire a texture/color map of the scene within a given precision. The texture map is obtained using projective devices (like pinhole sensing device) from data acquired either in the real world or computer-synthesized. Finally, we describe a procedure to obtain level of precisions by combining a modified edge-collapse geometry technique with an appropriate remapping texture engine. We report on our experiments and give perspectives for further research.