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Volumn , Issue , 2007, Pages 161-166

Real-time mesh simplification using the GPU

Author keywords

GPU programming; Level of detail; Mesh decimation; Mesh simplification; Real time rendering

Indexed keywords

GPU PROGRAMMING; LEVEL-OF-DETAIL; MESH DECIMATION; MESH SIMPLIFICATIONS; REAL-TIME RENDERING;

EID: 77950584872     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1145/1230100.1230128     Document Type: Conference Paper
Times cited : (68)

References (17)
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  • 3
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  • 8
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    • ACM Press / ACM SIGGRAPH / Addison Wesley Longman, K. Akeley, Ed.
    • LINDSTROM, P. 2000. Out-of-core simplification of large polygonal models. In Siggraph 20000, Computer Graphics Proceedings, ACM Press / ACM SIGGRAPH / Addison Wesley Longman, K. Akeley, Ed., 259-262.
    • (2000) Siggraph 20000, Computer Graphics Proceedings , pp. 259-262
    • Lindstrom, P.1
  • 10
    • 77951558943 scopus 로고    scopus 로고
    • A performance-oriented data parallel virtual machine for gpus
    • ACM Press, New York, NY, USA
    • PEERCY, M., S. M., AND DERSTMANN, D. 2006. A performance-oriented data parallel virtual machine for gpus. In ACM SIGGRAPH sketches, ACM Press, New York, NY, USA.
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    • Peercy, M.1    S, M.2    Derstmann, D.3
  • 11
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    • Progressive Buffers: View-dependent geometry and texture for lod rendering
    • SANDER, P. V., AND MITCHELL, J. L. 2005. Progressive Buffers: View-dependent geometry and texture for lod rendering. In Symposium on Geometry Processing, 129-138.
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    • Sander, P.V.1    Mitchell, J.L.2
  • 17
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    • Efficient adaptive simplification of massive meshes
    • IEEE Computer Society, Washington, DC, USA
    • SHAFFER, E., AND GARLAND, M. 2001. Efficient adaptive simplification of massive meshes. In VIS '01: Proceedings of the conference on Visualization '01, IEEE Computer Society, Washington, DC, USA, 127-134.
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* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.