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We present an algorithm for real-time level of detail reduction and display of high-complexity polygonal surface data. The algorithm uses a compact and efficient regular grid representation, and employs a variable screen-space threshold to bound the maximum error of the projected image. A coarse level of simplification is performed to select discrete levels… (More)

- Peter Lindstrom
- SIGGRAPH
- 2000

We present an algorithm for <italic>out-of-core simplification</italic> of large polygonal datasets that are too complex to fit in main memory. The algorithm extends the vertex clustering scheme of Rossignac and Borrel [13] by using error quadric information for the placement of each cluster's representative vertex, which better preserves fine details and… (More)

- Peter Lindstrom, Greg Turk
- IEEE Visualization
- 1998

Conventional wisdom says that in order to produce high-quality simplified polygonal models, one must retain and use information about the original model during the simplification process. We demonstrate that excellent simplified models can be produced without the need to compare against information from the original geometry while performing local changes… (More)

- Peter Lindstrom, Martin Isenburg
- IEEE Transactions on Visualization and Computer…
- 2006

Large scale scientific simulation codes typically run on a cluster of CPUs that write/read time steps to/from a single file system. As data sets are constantly growing in size, this increasingly leads to I/O bottlenecks. When the rate at which data is produced exceeds the available I/O bandwidth, the simulation stalls and the CPUs are idle. Data compression… (More)

- Peter Lindstrom, Valerio Pascucci
- IEEE Visualization
- 2001

We present an elegant and simple to implement framework for performing out-of-core visualization and view-dependent refinement of large terrain surfaces. Contrary to the recent trend of increasingly elaborate algorithms for large-scale terrain visualization, our algorithms and data structures have been designed with the primary goal of simplicity and… (More)

- Peter Lindstrom, Greg Turk
- ACM Trans. Graph.
- 2000

We introduce the notion of <italic>image-driven simplification</italic>, a framework that uses images to decide which portions of a model to simplify. This is a departure from approaches that make polygonal simplification decisions based on geometry. As with many methods, we use the edge collapse operator to make incremental changes to a model. Unique to… (More)

- Peter Lindstrom, Valerio Pascucci
- IEEE Trans. Vis. Comput. Graph.
- 2002

This paper describes a general framework for out-of-core rendering and management of massive terrain surfaces. The two key components of this framework are: view-dependent refinement of the terrain mesh; and a simple scheme for organizing the terrain data to improve coherence and reduce the number of paging events from external storage to main memory.… (More)

- Peter Lindstrom
- SI3D
- 2003

We present a method for end-to-end out-of-core simplification and view-dependent visualization of large surfaces. The method consists of three phases: (1) memory insensitive simplification; (2) memory insensitive construction of a multiresolution hierarchy; and (3) run-time, output-sensitive, view-dependent rendering and navigation of the mesh. The first… (More)

- Peter Lindstrom, Cláudio T. Silva
- IEEE Visualization
- 2001

In this paper we propose three simple, but significant improvements to the OoCS (Out-of-Core Simplification) algorithm of Lindstrom [20] which increase the quality of approximations and extend the applicability of the algorithm to an even larger class of compute systems.The original OoCS algorithm has memory complexity that depends on the size of the output… (More)

- Martin Isenburg, Peter Lindstrom
- IEEE Visualization
- 2005

Recent years have seen an immense increase in the complexity of geometric data sets. Today’s gigabyte-sized polygon models can no longer be completely loaded into the main memory of common desktop PCs. Unfortunately, current mesh formats do not account for this. They were designed years ago when meshes were orders of magnitudes smaller. Using such formats… (More)