Progressive Mesh
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Progressive Mesh
Progressive meshes is one of the techniques of dynamic Level of detail (computer graphics), level of detail (LOD). This technique was introduced by Hugues Hoppe in 1996. This method uses saving a model to the structure - the progressive mesh, which allows a smooth choice of detail levels depending on the current view. Practically, this means that it is possible to display whole model with the lowest level of detail at once and then it gradually shows even more details. Among the disadvantages belongs considerable memory consumption. The advantage is that it can work in real time. Progressive meshes could be used also in other areas of computer technology such as a gradual transfer of data through the Internet or compression. D. Luebke, M. Reddy, J. D. Cohen, A. Varshney, B. Watson, R. Huebner: Level of Detail for 3D Graphics, Morgan Kaufmann, 2002, Basic principle A progressive mesh is a data structure which is created as the original model of the best quality simplifies a suitabl ...
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Level Of Detail (computer Graphics)
In computer graphics, level of detail (LOD) refers to the complexity of a 3D model representation. LOD can be decreased as the model moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or position. LOD techniques increase the efficiency of rendering (computer graphics), rendering by decreasing the workload on graphics pipeline stages, usually vertex transformations. The reduced visual quality of the model is often unnoticed because of the small effect on object appearance when distant or moving fast. Although most of the time LOD is applied to Geometry (computer graphics), geometry detail only, the basic concept can be generalized. Recently, LOD techniques also included shader management to keep control of pixel complexity. A form of level of detail management has been applied to texture maps for years, under the name of mipmapping, also providing higher rendering quality. It is commonplace to say that "an object has been '' ...
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Data Structure
In computer science, a data structure is a data organization and storage format that is usually chosen for Efficiency, efficient Data access, access to data. More precisely, a data structure is a collection of data values, the relationships among them, and the Function (computer programming), functions or Operator (computer programming), operations that can be applied to the data, i.e., it is an algebraic structure about data. Usage Data structures serve as the basis for abstract data types (ADT). The ADT defines the logical form of the data type. The data structure implements the physical form of the data type. Different types of data structures are suited to different kinds of applications, and some are highly specialized to specific tasks. For example, Relational database, relational databases commonly use B-tree indexes for data retrieval, while compiler Implementation, implementations usually use hash tables to look up Identifier (computer languages), identifiers. Data s ...
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Downsampling (signal Processing)
In digital signal processing, downsampling, compression, and decimation are terms associated with the process of sample rate conversion, ''resampling'' in a multi-rate digital signal processing system. Both ''downsampling'' and ''decimation'' can be synonymous with ''compression'', or they can describe an entire process of bandwidth reduction (Lowpass filter, filtering) and sample-rate reduction. When the process is performed on a sequence of samples of a ''signal'' or a continuous function, it produces an approximation of the sequence that would have been obtained by sampling the signal at a lower rate (or Dots per inch, density, as in the case of a photograph). ''Decimation'' is a term that historically means the ''Decimation (punishment), removal of every tenth one''. But in signal processing, ''decimation by a factor of 10'' actually means ''keeping'' only every tenth sample. This factor multiplies the sampling interval or, equivalently, divides the sampling rate. For example, i ...
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Algorithm
In mathematics and computer science, an algorithm () is a finite sequence of Rigour#Mathematics, mathematically rigorous instructions, typically used to solve a class of specific Computational problem, problems or to perform a computation. Algorithms are used as specifications for performing calculations and data processing. More advanced algorithms can use Conditional (computer programming), conditionals to divert the code execution through various routes (referred to as automated decision-making) and deduce valid inferences (referred to as automated reasoning). In contrast, a Heuristic (computer science), heuristic is an approach to solving problems without well-defined correct or optimal results.David A. Grossman, Ophir Frieder, ''Information Retrieval: Algorithms and Heuristics'', 2nd edition, 2004, For example, although social media recommender systems are commonly called "algorithms", they actually rely on heuristics as there is no truly "correct" recommendation. As an e ...
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Vertex (computer Graphics)
A vertex (plural vertices) in computer graphics is a data structure that describes certain attributes, like the position of a point in 2D or 3D space, or multiple points on a Computer representation of surfaces, surface. Application to 3D models 3D models are most often represented as triangulated Polyhedron, polyhedra forming a triangle mesh. Non-triangular surfaces can be converted to an array of triangles through Tessellation (computer graphics), tessellation. Attributes from the vertices are typically interpolated across mesh surfaces. Vertex attributes The vertices of triangles are associated not only with spatial position but also with other values used to rendering (computer graphics), render the object correctly. Most attributes of a vertex represent vectors in the space to be Rendering (computer graphics), rendered. These vectors are typically 1 (''x''), 2 (''x, y''), or 3 (''x, y, z'') dimensional and can include a fourth Homogeneous coordinates, homogeneous coordina ...
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Triangles
A triangle is a polygon with three corners and three sides, one of the basic shapes in geometry. The corners, also called ''vertices'', are zero-dimensional points while the sides connecting them, also called ''edges'', are one-dimensional line segments. A triangle has three internal angles, each one bounded by a pair of adjacent edges; the sum of angles of a triangle always equals a straight angle (180 degrees or π radians). The triangle is a plane figure and its interior is a planar region. Sometimes an arbitrary edge is chosen to be the ''base'', in which case the opposite vertex is called the ''apex''; the shortest segment between the base and apex is the ''height''. The area of a triangle equals one-half the product of height and base length. In Euclidean geometry, any two points determine a unique line segment situated within a unique straight line, and any three points that do not all lie on the same straight line determine a unique triangle situated withi ...
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