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ABSTRACT
Time-varying surfaces are ubiquitous in movies, games, and scientific applications. For reasons of efficiency and simplicity of formulation, these surfaces are often generated and represented as dense polygonal meshes with static connectivity. As a result, such deforming meshes often have a tremendous surplus of detail, with many more vertices and polygons than necessary for any given frame. An extensive amount of work has addressed the issue of simplifying a static mesh: however, these methods are inadequate for time-varying surfaces when there is a high degree of non-rigid deformation. We thus propose a new multiresolution representation for deforming surfaces that, together with our dynamic improvement scheme, provides high quality surface approximations at any level-of-detail, for all frames of an animation. Our algorithm also gives rise to a new progressive representation for time-varying multiresolution hierarchies, consisting of a base hierarchy for the initial frame and a sequence of update operations for subsequent frames. We demonstrate that this provides a very effective means of extracting static or view-dependent approximations for a deforming mesh over all frames of an animation.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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CITED BY 6
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Ladislav Kavan , Rachel McDonnell , Simon Dobbyn , Jiří Žára , Carol O'Sullivan, Skinning arbitrary deformations, Proceedings of the 2007 symposium on Interactive 3D graphics and games, April 30-May 02, 2007, Seattle, Washington
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Bruce Merry , Patrick Marais , James Gain, Analytic simplification of animated characters, Proceedings of the 6th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa, February 04-06, 2009, Pretoria, South Africa
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