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Triangle Strip Multiresolution Modelling using Sorted Edges
Triangle Strip Multiresolution Modelling using
Sorted Edges
´
O. Belmonte Fern´andez, S. Aguado Gonz´alez, and S. Sancho Chust
Department of Computer Languages and Systems
Universitat Jaume I
12071 Castellon, Spain
oscar.belmonte@uji.es
Abstract. This paper presents a new multiresolution model based ex-
clusively on the triangle strip primitive. The model is independent of the
initial set of triangle strips and the simplification method used to ob-
tain the lower resolution versions of the original model. The information
stored in the data structures is sorted to minimise the time needed to
recover a Level of Detail (LoD). The orientation of triangles in each strip
is maintained as the model is simplified, so back-face culling can be used.
The main result is a dramatic improvement in the rendering time.
1 Introduction
Polygonal meshes are widely used to describe surfaces in Computer Graphics, es-
pecially in Real Time Computer Graphics, and triangle meshes are the most pop-
ular representation of such models. Triangle meshes currently used in Computer
Graphics are composed of thousands of triangles. A good example of this are the
polygonal models used in cultural heritage [7]. Rendering these highly detailed
polygonal models is a challenging problem in interactive Computer Graphics
applications, where a minimum rate of 15 frames per second is needed to mimic
continuous movement.
To address this problem, multiresolution models try to adapt the number of
triangles in a scene according to some criterion [8, 5, 11]. The basic primitive in
these models is the triangle. Only a few models use the triangle strip primitive
in the rendering stage [6, 2], and on
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