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Programmable shader is a powerful tool to describe objects' appearances in the realm of computer graphics. However, executing shaders takes up much time during rendering and can easily go beyond the computer hardware capability. We present a novel method to simplify both programmable shaders based on Render Man Shading Language and geometries for reducing rendering time with little quality loss. Given...
Real-time rendering of large scale vector maps over terrain surfaces requires displaying substantial numbers of polylines and polygons. The proposed approach simplifies such maps, permitting more efficient rendering and reducing latency in the display and manipulation of a virtual environment.
Deforming surfaces are present in scientific applications, movies and video games. In these fields, polygonal meshes are preferred to represent them. However, these meshes are usually complex and contain much more detail than is necessary for a given frame. A possible solution to efficiently manage such a large amount of information consists in using multiresolution modeling or level of detail. However,...
We describe a method for generating 3D human models with different levels of detail based on scanned point cloud. A simple hierarchical and interactive simplification algorithm is investigated to create approximations of the point-based human model with various sampling densities. With the completion of sampling, a triangulation procedure is performed to produce final meshes easily based on the sector...
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