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- Leif Kobbelt, Swen Campagna, Jens Vorsatz, Hans-Peter Seidel
- SIGGRAPH
- 1998

During the last years the concept of multi-resolution modeling has gained special attention in many fields of computer graphics and geometric modeling. In this paper we generalize powerful multiresolution techniques to arbitrary triangle meshes without requiring subdivision connectivity. Our major observation is that the hierarchy of nested spaces which is… (More)

- Leif Kobbelt, Swen Campagna, Hans-Peter Seidel
- Graphics Interface
- 1998

The decimation of highly detailed meshes has emerged as an important issue in many computer graphics related fields. A whole library of different algorithms has been proposed in the literature. By carefully investigating such algorithms, we can derive a generic structure for mesh reduction schemes which is analogous to a class of greedy-algorithms for… (More)

- Swen Campagna, Leif Kobbelt, Hans-Peter Seidel
- J. Graphics, GPU, & Game Tools
- 1998

In a broad range of computer graphics applications the representation of geometric shape is based on triangle meshes. General purpose data structures for polygonal meshes typically provide fast access to geometric objects (e.g. points) and topologic entities (e.g. neighborhood relation) but the memory requirements are rather high due to the many special… (More)

Parameterizing meshes is a basic requirement for many applications, including, e.g., reverse engineering , texture mapping, and re-meshing. We present a new fast algorithm that uses the hierarchical representation of a polygonal mesh with arbitrary topology for generating a geometry-driven parameterization.

Due to their simplicity triangle meshes are used to represent surfaces in many applications. Since the number of triangles often goes beyond the capabilities of computer graphics hardware, a large variety of mesh simplification algorithms has been proposed in the last years. In this paper we identify major requirements for the practical usability of general… (More)

- Swen Campagna, Philipp Slusallek, Hans-Peter Seidel
- The Visual Computer
- 1997

Ray tracing is a well-known rendering technique for producing high-quality and photorealistic pictures. Spline surfaces are also well known and widely used. Thus, there is the need for fast and robust methods for computing the intersections of rays with these surfaces. In this paper, we discuss and compare three recent geometric algorithms for solving the… (More)

- Swen Campagna
- 1998

- Swen Campagna, Leif Kobbelt, Hans-Peter Seidel
- Computers & Graphics
- 1998

Due to their simplicity, triangle meshes are used to represent geometric objects in many applications. Since the number of triangles often goes beyond the capabilities of computer graphics hardware and the transmission time of such data is often inappropriately high, a large variety of mesh simplification algorithms has been proposed in the last years. In… (More)

Triangle meshes are a common representation for geometric shapes in computer graphics. However, limited transmission bandwidth disables quick preview of detailed models when represented in standard formats. In this paper, we validate the Progressive Mesh (PM) representation as a compact , lossless, and hierarchical format that enables a broad range of… (More)

Parametric surfaces are a powerful and popular modeling tool in computer graphics and computer aided design, while ray tracing is a versatile and very popular rendering technique. As a result, there is a strong incentive in developing fast, accurate, and reliable algorithms for solving the ray-patch-intersection problem. In this paper, we discuss and… (More)