We present methods to generate rendering sequences for triangle meshes which preserve mesh locality as much as possible. This is useful for maximizing vertex reuse when rendering the mesh using a FIFO vertex buffer, such as those available in modern 3D graphics hardware. The sequences are universal in the sense that they perform well for all sizes of vertex… (More)
We present a method to code the multiresolution structure of a 3D triangle mesh in a manner that allows progressive decoding and efficient rendering at a client machine. The code is based on a special ordering of the mesh vertices which has good locality and continuity properties, inducing a natural multiresolution structure. This ordering also incorporates… (More)
We present a technique for steganography in polygonal meshes. Our method hides a message in the indexed representation of a mesh by permuting the order in which faces and vertices are stored. The permutation is relative to a reference ordering that encoder and decoder derive from the mesh connectivity in a consistent manner. Our method is distortion-free… (More)
Depth and visual hulls are useful for quick reconstruction and rendering of a 3D object based on a number of reference views. However, for many scenes, especially multi-object, these hulls may contain significant artifacts known as phantom geometry. In depth hulls the phantom geometry appears behind the scene objects in regions occluded from all the… (More)
Height fields and depth maps which we collectively refer to as z-fields, usually carry a lot of redundant information and are often used in real-time applications. This is the reason why efficient methods for their simplification are necessary. On the other hand, the computation power and programmability of commodity graphics hardware has significantly… (More)
This video describes a simple automatic method for visually tracking activity on a 3D mesh surface. Such a method is useful in interactive algorithm visualization. Its operation is demonstrated on a sample visualization of Rossignac's Edgebreaker connectivity compression algorithm.