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
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