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dc.contributor.authorLimper, Maxen_US
dc.contributor.authorJung, Yvonneen_US
dc.contributor.authorBehr, Johannesen_US
dc.contributor.authorAlexa, Marcen_US
dc.contributor.editorB. Levy, X. Tong, and K. Yinen_US
dc.date.accessioned2015-02-28T16:12:23Z
dc.date.available2015-02-28T16:12:23Z
dc.date.issued2013en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12227en_US
dc.description.abstractWithin 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.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.subjectI.3.3 [Computer Graphics]en_US
dc.subjectComputer Graphicsen_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectDisplay Algorithmsen_US
dc.titleThe POP Buffer: Rapid Progressive Clustering by Geometry Quantizationen_US
dc.description.seriesinformationComputer Graphics Forumen_US


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  • 32-Issue 7
    Pacific Graphics 2013 - Special Issue

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