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dc.contributor.authorRamos Romero, Francisco
dc.contributor.authorChover Sellés, Miguel
dc.contributor.authorParus, Jindra
dc.contributor.authorKolingerova, Ivana
dc.date.accessioned2010-09-15T08:49:43Z
dc.date.available2010-09-15T08:49:43Z
dc.date.issued2008
dc.identifier.issn03029743
dc.identifier.urihttp://hdl.handle.net/10234/18314
dc.description.abstractApplications such as video games or movies often contain deforming meshes. The most-commonly used representation of these types of meshes consists in dense polygonal models. Such a large amount of geometry can be efficiently managed by applying level-of-detail techniques and specific solutions have been developed in this field. However, these solutions do not offer a high performance in real-time applications. We thus introduce a multiresolution scheme for deforming meshes. It enables us to obtain different approximations over all the frames of an animation. Moreover, we provide an efficient connectivity coding by means of triangle strips as well as a flexible framework adapted to the GPU pipeline. Our approach enables real-time performance and, at the same time, provides accurate approximations.
dc.format.extentP. 86-95
dc.language.isoeng
dc.publisherSpringer Verlag
dc.relation.isPartOfSeriesLecture notes in computer science; 5102
dc.rightsThe original publication is available at www.springerlink.com
dc.subjectMultiresolution
dc.subjectLevel of detail
dc.subjectGPU
dc.subjectTriangle strips
dc.subjectDeforming meshes
dc.subject.otherInfografia -- Matemàtica
dc.titleLevel-of-Detail Triangle Strips for Deforming Meshes
dc.typeinfo:eu-repo/semantics/article
dc.rights.accessRightsinfo:eu-repo/semantics/openAccess


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  • LSI_Articles [268]
    Articles de publicacions periòdiques escrits per professors del Departament de Llenguatges i Sistemes Informàtics

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