@conference {13317,
	title = {Multiresolution tetrahedral meshes: an analysis and a comparison},
	booktitle = {Shape Modeling International, 2002. Proceedings},
	year = {2002},
	month = {2002///},
	pages = {83 - 91},
	abstract = {We deal with the problem of analyzing and visualizing large-size volume data sets. To this aim, we consider multiresolution representations based on a decomposition of the field domain into tetrahedral cells. We compare two types of multiresolution representations that differ on the rule applied to refine an initial coarse mesh: one is based on tetrahedron bisection, and one based on vertex split. The two representations can be viewed as instances of a common multiresolution model, that we call a multiresolution mesh. Encoding data structures for the two representations are briefly described. An experimental comparison on structured volume data sets is presented},
	keywords = {(computer, bisection;vertex, cells;tetrahedron, data, generation;rendering, geometry;data, graphics);solid, meshes;rendering;tetrahedral, modelling;, refinement;multiresolution, representations;multiresolution, sets;mesh, split;computational, structures;data, tetrahedral, visualisation;mesh, visualization;experiment;large-size, volume},
	doi = {10.1109/SMI.2002.1003532},
	author = {Danovaro,E. and De Floriani, Leila and Lee,M. and Samet, Hanan}
}
@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.}
}
