Generating various levels of detail of architectural objects for image-quality and frame-rate control rendering
This paper presents a method for representing complex models with various levels of detail. It is based on a geometrical simplification algorithm applied to a hierarchical scene described by a rooted-tree structure. In order to control the resulting image quality and the computation time, we use two...
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creator | Belblidia, S. Perrin, J.P. Paul, J.C. |
description | This paper presents a method for representing complex models with various levels of detail. It is based on a geometrical simplification algorithm applied to a hierarchical scene described by a rooted-tree structure. In order to control the resulting image quality and the computation time, we use two algorithms which allow to choose an adequate representation of the scene according to user-specified criteria. |
doi_str_mv | 10.1109/CGI.1996.511790 |
format | Conference Proceeding |
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It is based on a geometrical simplification algorithm applied to a hierarchical scene described by a rooted-tree structure. 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It is based on a geometrical simplification algorithm applied to a hierarchical scene described by a rooted-tree structure. In order to control the resulting image quality and the computation time, we use two algorithms which allow to choose an adequate representation of the scene according to user-specified criteria.</abstract><pub>IEEE</pub><doi>10.1109/CGI.1996.511790</doi><tpages>6</tpages></addata></record> |
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identifier | ISBN: 9780818675188 |
ispartof | Proceedings of CG International '96, 1996, p.84-89 |
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language | eng |
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source | IEEE Electronic Library (IEL) Conference Proceedings |
subjects | Acceleration Graphics Hardware Image quality Instruction sets Layout Merging Partitioning algorithms Rendering (computer graphics) Surface fitting |
title | Generating various levels of detail of architectural objects for image-quality and frame-rate control rendering |
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