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We describe an efficient technique for out-of-core construction and accurate view-dependent visualization of very large surface models. The method uses a regular conformal hierarchy of tetrahedra to spatially partition the model. Each tetrahedral cell contains a precomputed simplified version of the original model, represented using cache coherent indexed(More)
This paper describes an efficient technique for out-of-core rendering and management of large textured terrain surfaces. The technique, called Batched Dynamic Adaptive Meshes (BDAM) , is based on a paired tree structure: a tiled quadtree for texture data and a pair of bintrees of small triangular patches for the geometry. These small patches are TINs and(More)
The paper presents MeshLab, an open source, extensible, mesh processing system that has been developed at the Visual Computing Lab of the ISTI-CNR with the helps of tens of students. We will describe the MeshLab architecture, its main features and design objectives discussing what strategies have been used to support its development. Various examples of the(More)
The paper goal is to fit trilinear iso-surfaces out of volume data, by adopting an adaptive mesh refinement approach and therefore supporting a higher accuracy with respect to standard MC solutions. In order to be correct, adaptive refinement must be applied to a topologically correct initial mesh patch. For this reason, we designed a new, Exhaustive Look(More)
Thanks to the WebGL graphics API specification for the JavaScript programming language, the possibility of using the GPU capabilities in a web browser without the need for an ad-hoc plug-in is now coming true. This paper introduces SpiderGL, a JavaScript library for developing 3D graphics web applications. SpiderGL provides data structures and algorithms to(More)
We introduce an approach for efficient distribution and adaptive rendering of 3D mesh models supporting a simple quad parameterization. Our method extends and combines recent results in geometric processing, real-time rendering, and web programming. In particular: we exploit recent results on surface reconstruction and isometric parametrization to transform(More)
Performing a really interactive and physically-based simulation of complex soft objects is still an open problem in computer animation/simulation. Given the application domain of virtual surgery training, a complete model should be quite realistic, interactive and should enable the user to modify the topology of the objects. Recent papers propose the(More)
(a) screen tolerance = 1 pixel, 128 texture tiles, 286 patches (253K triangles) (b) screen tolerance = 1 pixel, 128 texture tiles, 286 patches (253K triangles) (c) screen tolerance = 5 pixels, 71 texture tiles, 148 patches (131K triangles) Figure 1: View of Mariner Valley and the Tharsis Volcanos, Mars. Snapshots from an interactive inspection session of a(More)
The Multi Triangulation framework (MT) is a very general approach for managing adaptive resolution in triangle meshes. The key idea is arranging mesh fragments at different resolution in a Directed Acyclic Graph (DAG) which encodes the dependencies between fragments, thereby encompassing a wide class of multires-olution approaches that use hierarchies or(More)