Title: View-dependent triangle mesh simplification using GPU-accelerated vertex removal
Authors: Odaker, Thomas
Kranzlmueller, Dieter
Volkert, Jens
Citation: WSCG '2016: short communications proceedings: The 24th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2016 in co-operation with EUROGRAPHICS: University of West Bohemia, Plzen, Czech RepublicMay 30 - June 3 2016, p. 51-58.
Issue Date: 2016
Publisher: Václav Skala - UNION Agency
Document type: konferenční příspěvek
conferenceObject
URI: wscg.zcu.cz/WSCG2016/!!_CSRN-2602.pdf
http://hdl.handle.net/11025/29687
ISBN: 978-80-86943-58-9
ISSN: 2464-4617
Keywords: zjednodušení oka;úroveň detailu;zhroucení poloviny okraje;počítačová grafika;zjednodušení podle zobrazení;vykreslování v reálném čase
Keywords in different language: mesh simplification;level of detail;half edge collapse;computer graphics;view-dependent simplification;realtime rendering
Abstract: We present an approach to view-dependent triangle mesh simplification based on vertex removal, which focuses on allowing the execution of a large number of operations in parallel. The individual vertex removal operations are designed to be applied without any need for communication or synchronisation between operations, thus allowing an efficient implementation on modern GPUs to reduce the computation time for the coarse mesh. Since we cannot compute the entire simplification in a single step and have to perform several iterations of parallel vertex removal, we aim to maximize the number of vertices removed from the mesh in each iteration to efficiently use the available hardware and reduce the number of necessary iterations. The removal operation is based on the half edge collapse and avoids mesh foldovers and topological inconsistencies at each step.
Rights: © Václav Skala - UNION Agency
Appears in Collections:WSCG '2016: Short Papers Proceedings

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