Abstract. Applications such as video games or movies often contain de-forming meshes. The most-co... more Abstract. Applications such as video games or movies often contain de-forming meshes. The most-commonly used representation of these types of meshes consists in dense polygonal models. Such a large amount of geometry can be efficiently managed by applying level-of-detail tech-niques and specific solutions have been developed in this field. However, these solutions do not offer a high performance in real-time applica-tions. We thus introduce a multiresolution scheme for deforming meshes. It enables us to obtain different approximations over all the frames of an animation. Moreover, we provide an efficient connectivity coding by means of triangle strips as well as a flexible framework adapted to the GPU pipeline. Our approach enables real-time performance and, at the same time, provides accurate approximations.
In this paper we deal with meshes which deform in time, i.e., each vertex of the mesh moves indep... more In this paper we deal with meshes which deform in time, i.e., each vertex of the mesh moves independently along its predetermined trajectory. For rendering of the deforming mesh we have to compute vertex normals. If we want to render the whole process of deformation, one possibility is to recompute all vertex normals in each stage of the deformation. It
Abstract. Applications such as video games or movies often contain de-forming meshes. The most-co... more Abstract. Applications such as video games or movies often contain de-forming meshes. The most-commonly used representation of these types of meshes consists in dense polygonal models. Such a large amount of geometry can be efficiently managed by applying level-of-detail tech-niques and specific solutions have been developed in this field. However, these solutions do not offer a high performance in real-time applica-tions. We thus introduce a multiresolution scheme for deforming meshes. It enables us to obtain different approximations over all the frames of an animation. Moreover, we provide an efficient connectivity coding by means of triangle strips as well as a flexible framework adapted to the GPU pipeline. Our approach enables real-time performance and, at the same time, provides accurate approximations.
In this paper we deal with meshes which deform in time, i.e., each vertex of the mesh moves indep... more In this paper we deal with meshes which deform in time, i.e., each vertex of the mesh moves independently along its predetermined trajectory. For rendering of the deforming mesh we have to compute vertex normals. If we want to render the whole process of deformation, one possibility is to recompute all vertex normals in each stage of the deformation. It
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Papers by Jindra Parus