Full metadata record
DC pole | Hodnota | Jazyk |
---|---|---|
dc.contributor.author | González, Carlos | |
dc.contributor.author | Gumbau, Jesús | |
dc.contributor.author | Chover, Miguel | |
dc.contributor.author | Castelló, Pascual | |
dc.contributor.editor | Cunningham, Steve | |
dc.contributor.editor | Skala, Václav | |
dc.date.accessioned | 2014-04-24T11:45:05Z | |
dc.date.available | 2014-04-24T11:45:05Z | |
dc.date.issued | 2008 | |
dc.identifier.citation | WSCG '2008: Communication Papers: The 16-th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision in co-operation with EUROGRAPHICS: University of West Bohemia, Plzen, Czech Republic, February 4 - 7, 2008, p. 87-94. | en |
dc.identifier.isbn | 978-80-86943-16-9 | |
dc.identifier.uri | http://wscg.zcu.cz/wscg2008/Papers_2008/short/!_WSCG2008_Short_final.zip | |
dc.identifier.uri | http://hdl.handle.net/11025/11107 | |
dc.description.abstract | Meshes used in real-time applications are usually composed of sub-meshes which contain vertices with different sets of attributes. This kind of mesh cannot be used directly in the current graphics pipeline architecture because meshes for interactive applications usually duplicate vertices to ensure that every vertex has a single set of attributes. This fact causes apparently contiguous surfaces to be split into pieces or patches, and so traditional simplification error metrics will fail in any attempt they make to simplify them. Here we present a method for this kind of mesh which is based on edge collapses and takes into account the information about attributes that contribute to obtain a more realistic appearance of the object, like normals and texture coordinates, in the error metric and recalculating this information after the simplification steps. | en |
dc.format | 8 s. | cs |
dc.format.mimetype | application/pdf | |
dc.language.iso | en | en |
dc.publisher | Václav Skala - UNION Agency | cs |
dc.relation.ispartofseries | WSCG '2008: Communication Papers | en |
dc.rights | © Václav Skala - UNION Agency | cs |
dc.subject | interaktivní aplikace | cs |
dc.subject | simplifikace mřížky | cs |
dc.title | Mesh Simplification for Interactive Applications | en |
dc.type | konferenční příspěvek | cs |
dc.type | conferenceObject | en |
dc.rights.access | openAccess | en |
dc.type.version | publishedVersion | en |
dc.subject.translated | interactive applications | en |
dc.subject.translated | mesh simplification | en |
dc.type.status | Peer-reviewed | en |
dc.type.driver | info:eu-repo/semantics/conferenceObject | en |
dc.type.driver | info:eu-repo/semantics/publishedVersion | en |
Vyskytuje se v kolekcích: | WSCG '2008: Communication Papers |
Soubory připojené k záznamu:
Soubor | Popis | Velikost | Formát | |
---|---|---|---|---|
Gonzales.pdf | Plný text | 914,07 kB | Adobe PDF | Zobrazit/otevřít |
Použijte tento identifikátor k citaci nebo jako odkaz na tento záznam:
http://hdl.handle.net/11025/11107
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