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dc.contributor.authorSilvennoinen, Arien_US
dc.contributor.authorSaransaari, Hannuen_US
dc.contributor.authorLaine, Samulien_US
dc.contributor.authorLehtinen, Jaakkoen_US
dc.contributor.editorHolly Rushmeier and Oliver Deussenen_US
dc.date.accessioned2015-03-03T12:24:50Z
dc.date.available2015-03-03T12:24:50Z
dc.date.issued2014en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12271en_US
dc.description.abstractWe present a method for extreme occluder simplification. We take a triangle soup as input, and produce a small set of polygons with closely matching occlusion properties. In contrast to methods that optimize the original geometry, our algorithm has very few requirements for the input— specifically, the input does not need to be a watertight, two‐manifold mesh. This robustness is achieved by working on a well‐behaved, discretized representation of the input instead of the original, potentially badly structured geometry. We first formulate the algorithm for individual occluders, and further introduce a hierarchy for handling large, complex scenes.We present a method for extreme occluder simplification. We take a triangle soup as input, and produce a small set of polygons with closely matching occlusion properties. In contrast to methods that optimize the original geometry, our algorithm has very few requirements for the input— specifically, the input does not need to be a watertight, two‐manifold mesh. This robustness is achieved by working on a well‐behaved, discretized representation of the input instead of the original, potentially badly structured geometry. We first formulate the algorithm for individual occluders, and further introduce a hierarchy for handling large, complex scenes.en_US
dc.publisherThe Eurographics Association and John Wiley and Sons Ltd.en_US
dc.titleOccluder Simplification Using Planar Sectionsen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume33
dc.description.number1


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