@conference {17911,
	title = {Salient Clustering for View-dependent Multiresolution Rendering},
	booktitle = {Computer Graphics and Image Processing (SIBGRAPI), 2009 XXII Brazilian Symposium on},
	year = {2009},
	month = {2009/10//},
	pages = {56 - 63},
	abstract = {Perceptual information is quickly gaining importance in mesh representation, analysis and rendering. User studies, eye tracking and other techniques are able to provide ever more useful insights for many user-centric systems, which form the bulk of computer graphics applications. In this work we build upon the concept of Mesh Saliency - an automatic measure of visual importance for triangle meshes based on models of low-level human visual attention - applying it to the problem of mesh segmentation and view-dependent rendering. We introduce a technique for segmentation that partitions an object into a set of face clusters, each encompassing a group of locally interesting features; Mesh Saliency is incorporated in a propagative mesh clustering framework, guiding cluster seed selection and triangle propagation costs and leading to a convergence of face clusters around perceptually important features. We compare our technique with different fully automatic segmentation algorithms, showing that it provides similar or better segmentation without the need for user input. We illustrate application of our clustering results through a saliency-guided view-dependent rendering system, achieving significant frame rate increases with little loss of visual detail.},
	keywords = {(computer, algorithms;cluster, analysis;mesh, attention;mesh, AUTOMATIC, centred, clustering, clustering;rendering, clustering;user-centric, clusters;low-level, dependent, design;, framework;salient, graphics);user, graphics;face, human, information;propagative, mesh, multiresolution, rendering;image, representation;mesh, resolution;image, saliency;mesh, seed, segmentation, segmentation;pattern, segmentation;perceptual, selection;computer, system;view, visual},
	doi = {10.1109/SIBGRAPI.2009.34},
	author = {Barni,R. and Comba,J. and Varshney, Amitabh}
}
@conference {13335,
	title = {The half-edge tree: a compact data structure for level-of-detail tetrahedral meshes},
	booktitle = {Shape Modeling and Applications, 2005 International Conference},
	year = {2005},
	month = {2005/06//},
	pages = {332 - 337},
	abstract = {We propose a new data structure for the compact encoding of a level-of detail (LOD) model of a three-dimensional scalar field based on unstructured tetrahedral meshes. Such data structure, called a half-edge tree (HET), is built through the iterative application of a half-edge collapse, i.e. by contracting an edge to one of its endpoints. We also show that selective refined meshes extracted from an HET contain on average about 34\% and up to 75\% less tetrahedra than those extracted from an LOD model built through a general edge collapse.},
	keywords = {application;, compact, computational, data, detection;, edge, encoding;, generation;, geometry;, half-edge, iterative, level-of-detail, mesh, meshes;, methods;, model;, structure;, structures;, tetrahedral, tree, tree;},
	doi = {10.1109/SMI.2005.47},
	author = {Danovaro,E. and De Floriani, Leila and Magillo,P. and Puppo,E. and Sobrero,D. and Sokolovsky,N.}
}
@conference {13281,
	title = {Constant-time navigation in four-dimensional nested simplicial meshes},
	booktitle = {Shape Modeling Applications, 2004. Proceedings},
	year = {2004},
	month = {2004/06//},
	pages = {221 - 230},
	abstract = {We consider a recursive decomposition of a four-dimensional hypercube into a hierarchy of nested 4-dimensional simplexes, that we call pentatopes. The paper presents an algorithm for finding the neighbors of a pentatope along its five tetrahedral faces in constant time. To this aim, we develop a labeling technique for nested pentatopes that enables their identification by using location codes. The constant-time behavior is achieved through bit manipulation operations, thus avoiding traversing the simplicial hierarchy via pointer following. We discuss an application of this representation to multi-resolution representations of four-dimensional scalar fields. Extracting adaptive continuous approximations of the scalar field from such a model requires generating conforming meshes, i.e., meshes in which the pentatopes match along their tetrahedral faces. Our neighbor finding algorithm enables computing face-adjacent pentatopes efficiently.},
	keywords = {4-dimensional, adaptive, algorithm;, approximations;, bit, codes;, computational, constant-time, continuous, decomposition;, face-adjacent, faces;, fields;, finding, following;, four-dimensional, generation;, geometry;, hierarchy;, hypercube;, location, manipulation, mesh, meshes;, multiresolution, navigation;, neighbor, nested, operations;, pentatopes;, pointer, recursive, representation;, scalar, simplexes;, simplicial, tetrahedral},
	doi = {10.1109/SMI.2004.1314509},
	author = {Lee,M. and De Floriani, Leila and Samet, Hanan}
}
@conference {17962,
	title = {Skip Strips: maintaining triangle strips for view-dependent rendering},
	booktitle = {Visualization {\textquoteright}99. Proceedings},
	year = {1999},
	month = {1999/10//},
	pages = {131 - 518},
	abstract = {View-dependent simplification has emerged as a powerful tool for graphics acceleration in visualization of complex environments. However, view-dependent simplification techniques have not been able to take full advantage of the underlying graphics hardware. Specifically, triangle strips are a widely used hardware-supported mechanism to compactly represent and efficiently render static triangle meshes. However, in a view-dependent framework, the triangle mesh connectivity changes at every frame, making it difficult to use triangle strips. We present a novel data structure, Skip Strip, that efficiently maintains triangle strips during such view-dependent changes. A Skip Strip stores the vertex hierarchy nodes in a skip-list-like manner with path compression. We anticipate that Skip Strips will provide a road map to combine rendering acceleration techniques for static datasets, typical of retained-mode graphics applications, with those for dynamic datasets found in immediate-mode applications.},
	keywords = {(computer, Acceleration, acceleration;graphics, applications;path, applications;skip-list-like, changes;view-dependent, compression;rendering, connectivity;triangle, data, datasets;graphics, datasets;static, environments;data, equipment;data, graphic, Graphics, graphics);spatial, hardware;hardware-supported, hierarchy, manner;static, mechanism;immediate-mode, mesh, meshes;triangle, nodes;view-dependent, rendering;view-dependent, simplification;visualization;computer, Skip, Strips;complex, strips;vertex, structure;dynamic, structures;, techniques;retained-mode, triangle, visualisation;rendering},
	doi = {10.1109/VISUAL.1999.809877},
	author = {El-Sana,J. and Azanli,E. and Varshney, Amitabh}
}
@article {17964,
	title = {Controlled topology simplification},
	journal = {Visualization and Computer Graphics, IEEE Transactions on},
	volume = {2},
	year = {1996},
	month = {1996/06//},
	pages = {171 - 184},
	abstract = {We present a simple, robust, and practical method for object simplification for applications where gradual elimination of high frequency details is desired. This is accomplished by converting an object into multi resolution volume rasters using a controlled filtering and sampling technique. A multiresolution triangle mesh hierarchy can then be generated by applying the Marching Cubes algorithm. We further propose an adaptive surface generation algorithm to reduce the number of triangles generated by the standard Marching Cubes. Our method simplifies the topology of objects in a controlled fashion. In addition, at each level of detail, multilayered meshes can be used for an efficient antialiased rendering},
	keywords = {(computer, algorithm;adaptive, algorithm;controlled, antialiased, Cubes, Cubes;antialiasing;computational, details;multi, filtering;controlled, Frequency, generation, geometry;rendering, graphics);topology;, hierarchy;object, Marching, mesh, meshes;multiresolution, rasters;multilayered, rendering;high, resolution, simplification;efficient, simplification;sampling, surface, technique;standard, Topology, triangle, volume},
	isbn = {1077-2626},
	doi = {10.1109/2945.506228},
	author = {He,Taosong and Hong,Lichan and Varshney, Amitabh and Wang,S.W.}
}
