Beiträge der Computergraphik zur Realisierung eines verallgemeinerten Dokumentbegriffs

@inproceedings{Fellner2000BeitrgeDC,
  title={Beitr{\"a}ge der Computergraphik zur Realisierung eines verallgemeinerten Dokumentbegriffs},
  author={Dieter W. Fellner and J{\"o}rg Haber and Sven Havemann and Leif Kobbelt and Hendrik P. A. Lensch and Gordon M{\"u}ller and Ing. Gluche Peter and Robert Schneider and Hans-Peter Seidel and Wolfgang Stra{\ss}er},
  booktitle={Informationstechnik Tech. Inform.},
  year={2000}
}
Dieser Beitrag beschreibt anhand von vier Projekten im DFG-Schwerpunktprogramm VD neue Entwicklungen bei den drei wesentlichen Ansätzen, dreidimensionale Grafiken in digitale Dokumente einzubinden: den polygonbasierten Ansatz, bei dem Oberflächen geometrischer Objekte durch planare Polygone approximiert werden, den semantischen Ansatz, bei dem mit Methoden der generativen Modellierung die Entstehungsgeschichte der einzelnen Objekte erhalten und bei der Visualisierung genutzt werden und den… 
Generative mesh modeling
TLDR
Das Konstruktions-Wissen kann dazu in Form of Bibliotheken parametrisierter, Domanen-spezifischer Modellier-Werkzeuge gesammelt werden, anderswo eine neue allgemeine Modell-Beschreibungs-Sprache vorgeschlagen die GML.
Object hierarchies for efficient rendering
TLDR
This thesis covers the efficient visualization of complex 3d scenes using various rendering methods such as photo-realistic and real-time rendering and presents a novel approach for automatic generation of object hierarchies and applies the resulting data structure to several rendering techniques.
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References

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DFG-Schwerpunktprogramm $V^3D^2$ hat Arbeit aufgenommen
  • D. Fellner
  • Computer Science, Physics
    Informatik Forschung und Entwicklung
  • 1998
TLDR
Informatik-Forschung and Entwicklung erschienenen Berichts über das DFG Schwerpunktprogramm $V^3D^2$ erläutert kurz die Fragestellungen, die in den entsprechenden Teilprojekten bearbeitet werden.
A General Framework for Mesh Decimation
TLDR
This paper presents a new mesh reduction algorithm which clearly reflects this meta scheme and efficiently generates decimated high quality meshes while observing global error bounds and considers most of the suggested algorithms as generic templates leaving the freedom to plug in specific instances of predicates.
A Shrink Wrapping Approach to Remeshing Polygonal Surfaces
TLDR
A new algorithm is proposed for converting a given unstructured triangle mesh into one having subdivision connectivity, to simulate the shrink wrapping process by adapting the deformable surface technique known from image processing.
Fast rendering of subdivision surfaces
TLDR
This work presents a method for subdivision surface triangulation that is fast, uses minimum memory, and is simpler in structure than a naive rendering method based on direct subdivision, allowing high rendering performance on appropriately equipped graphics hardware.
Generation of Subdivision Hierarchies for Efficient Occlusion Culling of Large Polygonal Models
TLDR
This paper presents three novel algorithms for efficient scene subdivision and compares those with another already available algorithm for subdividing general polygonal models into a hierarchy of sub-models for an occlusion culling application.
Progressive meshes
TLDR
The progressive mesh (PM) representation is introduced, a new scheme for storing and transmitting arbitrary triangle meshes that addresses several practical problems in graphics: smooth geomorphing of level-of-detail approximations, progressive transmission, mesh compression, and selective refinement.
Subdivision surfaces in character animation
TLDR
A practical technique for constructing provably smooth variable-radius fillets and blends and methods for using subdivision surfaces in clothing simulation including a new algorithm for efficient collision detection are devised.
Towards interactive bump mapping with anisotropic shift-variant BRDFs
TLDR
An evolutionary path is shown how some simpler reflectance models can be rendered at interactive rates on current low-end graphics hardware, and how features from future graphics hardware can be exploited for more complex models.
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