Parallel Progressive Mesh Editing (English)

in Eurographics Symposium on Parallel Graphics and Visualization
Eurographics Symposium on Parallel Graphics and Visualization

Highly detailed models are commonly used in computer games and other interactive rendering applications. Intuitive editing methods are thus also required in addition to rendering algorithms. Progressive meshes are often employed to improve the rendering performance by reducing the number of rasterized triangles. The classical work flow is to generate a model and then use simplification algorithms to construct the progressive mesh. Thus the whole simplification has to be performed again after editing the model. This does not only require additional processing time but also hinders animations of progressive meshes. Based on this observation we propose a real-time parallel multi resolution modeling algorithm for progressive meshes. It can be used for real-time editing and animation of complex progressive meshes. Due to the progressive representation we can intuitively modify the overall shape or small scale details. To quickly generate a progressive mesh from a complex triangle model we also propose a massively parallel simplification algorithm that generates all required data structures within a few seconds.

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Table of contents conference proceedings

The table of contents of the conference proceedings is generated automatically, so it can be incomplete, although all articles are available in the TIB.

Finely-Threaded History-Based Topology Computation
Miller, Robert / Moreland, Kenneth / Ma, Kwan-Liu | 2014
Parallel Progressive Mesh Editing
Derzapf, Evgenij / Grund, Nico / Guthe, Michael | 2014
Freeprocessing: Transparent in situ Visualization via Data Interception
Fogal, Thomas / Proch, Fabian / Schiewe, Alexander / Hasemann, Olaf / Kempf, Andreas / Krüger, Jens | 2014
Performance Modeling of vl3 Volume Rendering on GPU-Based Clusters
Rizzi, Silvio / Hereld, Mark / Insley, Joseph / Papka, Michael E. / Uram, Thomas / Vishwanath, Venkatram | 2014
Collaborative High-fidelity Rendering over Peer-to-peer Networks
Bugeja, Keith / Debattista, Kurt / Spina, Sandro / Chalmers, Alan | 2014
Auto-Tuning Complex Array Layouts for GPUs
Weber, Nicolas / Goesele, Michael | 2014
Clustered Pre-convolved Radiance Caching
Rehfeld, Hauke / Zirr, Tobias / Dachsbacher, Carsten | 2014
Precomputing Sound Scattering for Structured Surfaces
Mückl, Gregor / Dachsbacher, Carsten | 2014
Parallel Methodologies for a Micropolygon Renderer
Bolstad, Mark A. | 2014
A Study of Parallel Data Compression Using Proper Orthogonal Decomposition on the K Computer
Bi, Chongke / Ono, Kenji / Ma, Kwan-Liu / Wu, Haiyuan / Imamura, Toshiyuki | 2014

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