The POP Buffer: Rapid Progressive Clustering by Geometry Quantization
dc.contributor.author | Limper, Max | en_US |
dc.contributor.author | Jung, Yvonne | en_US |
dc.contributor.author | Behr, Johannes | en_US |
dc.contributor.author | Alexa, Marc | en_US |
dc.contributor.editor | B. Levy, X. Tong, and K. Yin | en_US |
dc.date.accessioned | 2015-02-28T16:12:23Z | |
dc.date.available | 2015-02-28T16:12:23Z | |
dc.date.issued | 2013 | en_US |
dc.description.abstract | Within this paper, we present a novel, straightforward progressive encoding scheme for general triangle soups, which is particularly well-suited for mobile and Web-based environments due to its minimal requirements on the client's hardware and software. Our rapid encoding method uses a hierarchy of quantization to effectively reorder the original primitive data into several nested levels of detail. The resulting stateless buffer can progressively be transferred as-is to the GPU, where clustering is efficiently performed in parallel during rendering. We combine our approach with a crack-free mesh partitioning scheme to obtain a straightforward method for fast streaming and basic view-dependent LOD control. | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.identifier.doi | 10.1111/cgf.12227 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | https://doi.org/10.1111/cgf.12227 | en_US |
dc.publisher | The Eurographics Association and Blackwell Publishing Ltd. | en_US |
dc.subject | I.3.3 [Computer Graphics] | en_US |
dc.subject | Computer Graphics | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Display Algorithms | en_US |
dc.title | The POP Buffer: Rapid Progressive Clustering by Geometry Quantization | en_US |