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dc.contributor.authorWu, Jianhuaen_US
dc.contributor.authorZhang, Zhuoen_US
dc.contributor.authorKobbelt, Leifen_US
dc.contributor.editorMarc Alexa and Szymon Rusinkiewicz and Mark Pauly and Matthias Zwickeren_US
dc.date.accessioned2014-01-29T16:31:41Z
dc.date.available2014-01-29T16:31:41Z
dc.date.issued2005en_US
dc.identifier.isbn3-905673-20-7en_US
dc.identifier.issn1811-7813en_US
dc.identifier.urihttp://dx.doi.org/10.2312/SPBG/SPBG05/025-032en_US
dc.description.abstractSurface splatting enables high quality and efficient rendering algorithms for dense point-sampled datasets. However, with increasing data complexity, the need for multiresolution models becomes evident. For triangle meshes, progressive or continuous level of detail hierarchies have proven to be very effective when it comes to (locally) adapt the resolution level of the 3D model to the application-dependent quality requirements. In this paper we transfer this concept to splat-based geometry representations. Our progressive splat decimation procedure uses the standard greedy approach but unlike previous work, it uses the full splat geometry in the decimation criteria and error estimates, not just the splat centers. With two improved error metrics, this new greedy framework offers better approximation quality than other progressive splat decimators. It comes even close to the recently proposed globally optimized single-resolution sub-sampling techniques while being faster by a factor of 3.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.5 [Computer Graphics]: Curve, surface, solid and object representationsen_US
dc.titleProgressive Splattingen_US
dc.description.seriesinformationEurographics Symposium on Point-Based Graphics (2005)en_US


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