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Simplifying complex environments using incremental textured depth meshes

Published:01 July 2003Publication History

ABSTRACT

We present an incremental algorithm to compute image-based simplifications of a large environment. We use an optimization-based approach to generate samples based on scene visibility, and from each viewpoint create textured depth meshes (TDMs) using sampled range panoramas of the environment. The optimization function minimizes artifacts such as skins and cracks in the reconstruction. We also present an encoding scheme for multiple TDMs that exploits spatial coherence among different viewpoints. The resulting simplifications, incremental textured depth meshes (ITDMs), reduce preprocessing, storage, rendering costs and visible artifacts. Our algorithm has been applied to large, complex synthetic environments comprising millions of primitives. It is able to render them at 20 -- 40 frames a second on a PC with little loss in visual fidelity.

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            cover image ACM Conferences
            SIGGRAPH '03: ACM SIGGRAPH 2003 Papers
            July 2003
            683 pages
            ISBN:1581137095
            DOI:10.1145/1201775

            Copyright © 2003 ACM

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            • Published: 1 July 2003

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            SIGGRAPH '03 Paper Acceptance Rate81of424submissions,19%Overall Acceptance Rate1,822of8,601submissions,21%

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