Alexander Bogomjakov

Learn More
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 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)
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)
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)
  • 1