Abstract
Advances in 3D scanning technologies have enabled the practical creation of meshes with hundreds of millions of polygons. Traditional algorithms for display, simplification, and progressive transmission of meshes are impractical for data sets of this size. We describe a system for representing and progressively displaying these meshes that combines a multiresolution hierarchy based on bounding spheres with a rendering system based on points. A single data structure is used for view frustum culling, backface culling, level-of-detail selection, and rendering. The representation is compact and can be computed quickly, making it suitable for large data sets. Our implementation, written for use in a large-scale 3D digitization project, launches quickly, maintains a user-settable interactive frame rate regardless of object complexity or camera position, yields reasonable image quality during motion, and refines progressively when idle to a high final image quality. We have demonstrated the system on scanned models containing hundreds of millions of samples.
Original language | American English |
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Pages | 343-352 |
Number of pages | 10 |
State | Published - 2000 |
Externally published | Yes |
Event | SIGGRAPH 2000 - New Orleans, LA, United States Duration: Jul 23 2000 → Jul 28 2000 |
Other
Other | SIGGRAPH 2000 |
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Country/Territory | United States |
City | New Orleans, LA |
Period | 7/23/00 → 7/28/00 |
ASJC Scopus subject areas
- General Computer Science
Keywords
- Compression algorithms
- Level of detail algorithms
- Rendering systems
- Spatial data structures