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Adaptive tessellation of connected primitives for interactive walkthroughs in complex industrial virtual environments

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Virtual Environments ’99

Part of the book series: Eurographics ((EUROGRAPH))

Abstract

Geometrical primitives used in virtual environments are converted to an important amount triangles at rendering time. The meshes of the resulting simplifications usually introduce discontinuities between neighboring object. We extend a simple adaptive tessellation method which adapts the amount of triangles to the viewing conditions with connection information to ensure that the meshes of connected primitives remain continuous. An ergonomical study has validated this approach for applications using virtual environments.

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© 1999 Springer-Verlag/Wien

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Krus, M., Bourdot, P., Osorio, A., Guisnel, F., Thibault, G. (1999). Adaptive tessellation of connected primitives for interactive walkthroughs in complex industrial virtual environments. In: Gervautz, M., Schmalstieg, D., Hildebrand, A. (eds) Virtual Environments ’99. Eurographics. Springer, Vienna. https://doi.org/10.1007/978-3-7091-6805-9_3

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  • DOI: https://doi.org/10.1007/978-3-7091-6805-9_3

  • Publisher Name: Springer, Vienna

  • Print ISBN: 978-3-211-83347-6

  • Online ISBN: 978-3-7091-6805-9

  • eBook Packages: Springer Book Archive

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