The POP Buffer: Rapid Progressive Clustering by Geometry Quantization
Abstract
Within this paper, we present a novel, straightforward progressive encoding scheme for general triangle soups, which is particularly well-suited for mobile and Web-based environments due to its minimal requirements on the client's hardware and software. Our rapid encoding method uses a hierarchy of quantization to effectively reorder the original primitive data into several nested levels of detail. The resulting stateless buffer can progressively be transferred as-is to the GPU, where clustering is efficiently performed in parallel during rendering. We combine our approach with a crack-free mesh partitioning scheme to obtain a straightforward method for fast streaming and basic view-dependent LOD control.
BibTeX
@article {10.1111:cgf.12227,
journal = {Computer Graphics Forum},
title = {{The POP Buffer: Rapid Progressive Clustering by Geometry Quantization}},
author = {Limper, Max and Jung, Yvonne and Behr, Johannes and Alexa, Marc},
year = {2013},
publisher = {The Eurographics Association and Blackwell Publishing Ltd.},
ISSN = {1467-8659},
DOI = {10.1111/cgf.12227}
}
journal = {Computer Graphics Forum},
title = {{The POP Buffer: Rapid Progressive Clustering by Geometry Quantization}},
author = {Limper, Max and Jung, Yvonne and Behr, Johannes and Alexa, Marc},
year = {2013},
publisher = {The Eurographics Association and Blackwell Publishing Ltd.},
ISSN = {1467-8659},
DOI = {10.1111/cgf.12227}
}