Progressive meshes
(From Hugues Hoppe's publications)
ACM SIGGRAPH 1996, 99-108.
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Abstract:
Highly detailed geometric models are rapidly becoming commonplace in computer graphics. These models, often
represented as complex triangle meshes, challenge rendering performance, transmission bandwidth, and storage
capacities. This paper introduces the progressive mesh (PM) representation, a new scheme for
storing and transmitting arbitrary triangle meshes. This efficient, lossless, continuous-resolution
representation addresses several practical problems in graphics: smooth geomorphing of level-of-detail
approximations, progressive transmission, mesh compression, and selective refinement.
In addition, we
present a new mesh simplification procedure for constructing a PM representation from an arbitrary mesh.
The goal of this optimization procedure is to preserve not just the geometry of the original mesh, but more
importantly its overall appearance as defined by its discrete and scalar appearance attributes such as
material identifiers, color values, normals, and texture coordinates. We demonstrate construction of the PM
representation and its applications using several practical models.
Hindsight: More recent papers describe faster simplification criteria, such as the quadric error metric scheme of Garland and Heckbert, the memoryless scheme of Lindstrom and Turk, and my improved quadric error metric in Visualization 1999. But, the first 4 pages are still excellent. The paper should have made it more obvious that a geomorph can directly transition between any two PM meshes by simultaneously moving many vertices.
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