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DC poleHodnotaJazyk
dc.contributor.authorKanaya, Takayuki
dc.contributor.authorTaniguchi, Tomoaki
dc.contributor.authorTeshima, Yuji
dc.contributor.authorNishio, Koji
dc.contributor.authorKobori, Kenichi
dc.contributor.editorBaranoski, Gladimir
dc.contributor.editorSkala, Václav
dc.date.accessioned2014-03-20T12:24:51Z
dc.date.available2014-03-20T12:24:51Z
dc.date.issued2011
dc.identifier.citationWSCG '2011: Communication Papers Proceedings: The 19th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, p. 121-126.en
dc.identifier.isbn978-80-86943-82-4
dc.identifier.urihttp://wscg.zcu.cz/WSCG2011/!_2011_WSCG-Short_Papers.pdf
dc.identifier.urihttp://hdl.handle.net/11025/10843
dc.description.abstractA vertex-clustering simplification is a kind of model simplification. It is difficult for the vertex-clustering simplification to simplify complex models in real-time, although it is known as a very fast method. In addition, it is also difficult for the vertex-clustering simplification to control the number of faces. It synthesizes vertices in each cluster. Therefore, models sometimes consist of the unexpected number of faces. In recent years, Graphics Processing Units (GPUs) have grown so significantly in performance that both the computational speed and the computational accuracy improve spectacularly. GPUs have programmable units such as vertex shaders and geometry shaders. With shaders, GPUs can be used not only for graphics rendering but also for general purposes. In this paper, we propose a real-time simplification algorithm for complex models of 3D objects by using a GPU whose performance gets better these days. First, vertex-clustering information is stored to video memory on a GPU. Next, the faces are reduced by the vertex-clustering information using a programmable shader, depending on the level of detail which a user defined. We also discuss a method to control the number of faces easily.en
dc.format6 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencycs
dc.relation.ispartofseriesWSCG '2011: Communication Papers Proceedingsen
dc.rights© Václav Skala - UNION Agencycs
dc.subjectsimplifikace modelucs
dc.subjectshlukování vrcholůcs
dc.subjectgrafické procesorycs
dc.subjectreal-time vykreslovánícs
dc.titleA Method for Storing Clustering Information of Model Simplification in GPUsen
dc.typekonferenční příspěvekcs
dc.typeconferenceObjecten
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.subject.translatedmodel simplificationen
dc.subject.translatedvertex clusteringen
dc.subject.translatedgraphic processing unitsen
dc.subject.translatedreal-time renderingen
dc.type.statusPeer-revieweden
dc.type.driverinfo:eu-repo/semantics/conferenceObjecten
dc.type.driverinfo:eu-repo/semantics/publishedVersionen
Vyskytuje se v kolekcích:WSCG '2011: Communication Papers Proceedings

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