Multiresolution Modeling  The Old Page
Sections:
[ My Own Work
 New
 Sites of Interest
 Papers
 Terrain Papers
 Related Topics
]
NOTE: This is an outofdate page which I've kept around for
purely historical reasons. There is a much more
current and useful page available.
Multiresolution modeling (or multiresolution modelling for those fond
of the letter L) is the main area of my research in computer graphics.
The general theme can be summed up as "complexity is the bane of
rendering" (because complexity makes things slow).
Currently, this page is a place to collect links to useful and
relevant information out in the Web. If you know of any such links
that aren't listed here, send them to me at
garland@cs.cmu.edu.
This is my Web page, so I think it's fair that my personal
links go first. For those of you just stopping by, looking around
here should give you some idea of what I've done.

Multiresolution Modeling For Fast Rendering,
 by Paul Heckbert and Michael Garland, Graphics Interface '94.
The version published in Graphics Interface had certain
errors
that have been corrected in this online version.
We wrote this general paper a couple of years ago. It
basically outlines why multiresolution modeling is important and
useful. We also made some comments about possible different
approaches for the representation and generation of
multiresolution models.

Fast Polygonal Approximation of Terrains and Height Fields,
 by Michael Garland and Paul Heckbert
(Technical Report CMUCS95181).
A color plate is included separately.
More recently, I spent quite a bit of time working on
generating approximations of digital terrain models. This
explains the fairly large number of terrain references below.
 Terra/Scape Terrain Simplification.
 This is my page for the terrain software I built. It's free and
it's available. It might even be useful to you. But it's been a
quite a while since I've had time to actively work on this
software, so be warned: this is definitely not
productionquality software.
 Online Bibliography
 This is the bibliography database that Paul Heckbert and I have
compiled over the past couple of years.
 Future work to be added.
 I've pretty much wrapped up my foray into the world of terrains,
and I'm now trying to focus on the real problem that interests
me: How to produce multiresolution models of arbitrary 3D
polygonal models. When I actually have something useful or
interesting to look at, I'll put it here.
There. Now that you've seen what I've been doing, let's get on to
what other people have been doing.
To make it easier to keep track of things, and for the
benefit of people surfing through here, I've started
collecting new links here. Eventually, they'll move off into
their proper area.
 LOD Overview
 This page from Mike Krus is another overview page of Level of
Detail algorithms.
 Simplification envelopes software
 The simplification envelopes algorithm presented at SIGGRAPH 96.
 Some
decimationbased
multiresolution stuff from Nick Torkos.
 This is basically the Schroeder et al. decimation
algorithm, with more focus on constructing a multiresolution model
during the decimation process.
 Mesh reduction
 from the Shastra project at Purdue.
 Unstructured Decimation of Tessellated Domains
 This is a generalization of decimation to higher dimensions (i.e.,
tetrahedralized volumes).
 Mesh generation links
from Paul Heckbert
 Mesh generation is loosely related to mesh simplification.
 The Visualization
Toolkit (vtk)
 This is a large and comprehensive class library for scientific
visualization. Of primary interest, it contains an implementation of
the decimation algorithm of Schroeder et al..
 Wavelets
 Some papers on using wavelet representations of surfaces.
 Automatic
levelofdetail generation from IBM
 IBM's Interaction
Accelerator implements the model simplification algorithm due to Rossignac and Borrel.
 3D
Alpha Shapes

 UNC Simplification Group
 Another page of links to simplificationrelated information.
 Geometric Modeling Group at the University of Genova
 This is primarily terrainrelated modeling work, with some volume
modeling thrown in.
 Visual Computing Group at CNRPisa

 NPSNET
 This is an actual largescale virtual world. Just the sort of
area where multiresolution models and model simplification would be
most useful. They've done some work along these lines.
 Alias/Wavefront polygon
reduction

 IMCompress
from InnovMetric.

 Simplification
of Objects Rendered by Polygonal Approximations
 Michael DeHaemer and Michael Zyda
 Surface reconstruction from unorganized points
 Hugues Hoppe
 Multiresolution Analysis for Surfaces of Arbitrary Topological Type
 Michael Lounsbery
 Generating Levels of Detail for LargeScale Polygonal Models
 Amitabh Varshney, Pankaj K. Agarwal, Frederick P. Brooks, Jr.,
William V. Wright, and Hans Weber
 Simplex Meshes: a General Representation for {3D} Shape Reconstruction
 Herve Delingette
 Fast Multiresolution Surface Meshing
 Markus H. Gross, R. Gatti, and O. Staadt
 Surface Simplification Inside a Tolerance Volume
 Andre Pierre Gueziec
 SuperFaces: Polyhedral Approximation with Bounded Error (reference only)
 Alan D. Kalvin and Russell H. Taylor
 VoxelBased Object Simplification
 Taosong He, L. Hong, A. Kaufman, A. Varshney, and S. Wang
 Multiresoultion modeling and visualization of volume data based on
simplicial complexes
 P. Cignoni, L. De Floriani, C. Montani, E. Puppo, and R. Scopigno
 Representation and Visualization of Terrain Surfaces at
Variable Resolution
 P. Cignoni, E. Puppo, and R. Scopigno
 Hierarchical Triangulation for Multiresolution Surface Description
 Leila De Floriani and Enrico Puppo
 Multiresolution Models for Topographic Surface Description
 Leila De Floriani, Paola Marzano, and Enrico Puppo
 On Levels of Detail in Terrains
 Mark de Berg and Katrin Dobrindt
 Levelofdetail Management for RealTime Rendering of Phototextured
Terrain
 Peter Lindstrom, David Koller, Larry F. Hodges, William Ribarsky,
Nick Faust, and Gregory Turner
 RealTime,
Continuous Level of Detail Rendering of Height Fields (plus Figures
)
 Peter Lindstrom, David Koller, William Ribarsky Larry Hodges, Nick
Faust and Gregory Turner
 Automatic Generation of Triangular Irregular Networks using Greedy Cuts
 Claudio T. Silva, Joseph S. B. Mitchell, and Arie E. Kaufman
 Surface Approximation and Geometric Partitions
 Pankaj K. Agarwal and Subhash Suri
 Decimation of 2D Scalar Data with Error Control
 D. Schikore and C. Bajaj
 Hierarchical model for natural terrain using topographic
triangular meshes
 Reda E. Fayek, and Andrew K.C. Wong
 Temporal Continuity of Levels of Detail in Delaunay Triangulated Terrain
 Daniel CohenOr and Yishay Levanoni
 Bibliographic Notes on Voronoi Diagrams
 Javier Bernal
 Bibliography of approximation algorithms
 Eric Grosse
 Geometric Compression through Topological Surgery
 Gabriel Taubin and Jarek Rossignac
 Optimal Surface Smoothing as Filter Design
 Gabriel Taubin, Tong Zhang, and Gene Golub
 ImportanceDriven Progressive Refinement Radiosity
 Philippe Bekaert and Yves D. Willems
 Overview on Multigrid Algorithms

November 19, 1996
Michael Garland
garland@cs.cmu.edu