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DC poleHodnotaJazyk
dc.contributor.authorOdaker, Thomas
dc.contributor.authorKranzlmueller, Dieter
dc.contributor.authorVolkert, Jens
dc.contributor.editorSkala, Václav
dc.date.accessioned2018-05-18T06:41:13Z-
dc.date.available2018-05-18T06:41:13Z-
dc.date.issued2016
dc.identifier.citationWSCG '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.en
dc.identifier.isbn978-80-86943-58-9
dc.identifier.issn2464-4617
dc.identifier.uriwscg.zcu.cz/WSCG2016/!!_CSRN-2602.pdf
dc.identifier.urihttp://hdl.handle.net/11025/29687
dc.description.abstractWe 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.en
dc.format8 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencyen
dc.relation.ispartofseriesWSCG '2016: short communications proceedingsen
dc.rights© Václav Skala - UNION Agencycs
dc.subjectzjednodušení okacs
dc.subjectúroveň detailucs
dc.subjectzhroucení poloviny okrajecs
dc.subjectpočítačová grafikacs
dc.subjectzjednodušení podle zobrazenícs
dc.subjectvykreslování v reálném časecs
dc.titleView-dependent triangle mesh simplification using GPU-accelerated vertex removalen
dc.typekonferenční příspěvekcs
dc.typeconferenceObjecten
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.subject.translatedmesh simplificationen
dc.subject.translatedlevel of detailen
dc.subject.translatedhalf edge collapseen
dc.subject.translatedcomputer graphicsen
dc.subject.translatedview-dependent simplificationen
dc.subject.translatedrealtime renderingen
dc.type.statusPeer-revieweden
Vyskytuje se v kolekcích:WSCG '2016: Short Papers Proceedings

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