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"title": "Lodestar: An Octree-Based Level of Detail Generator for VRML",
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"abstract": "Level of detail generation is important for managing\ngeometric complexity of three-dimensional objects and\nvirtual worlds. However, most algorithms that compute\nlevels of detail do not deal with the special\nrequirements of input data in VRML format. We report\nan algorithm called LODESTAR, based on octree\nquantization that robustly computes simplifications\n for objects in VRML.",
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"title": "Calculation of Tight Bounding Volumes for Cyclic CSG-Graphs",
"date": "1996-01",
"abstract": "This paper describes how to adapt conventional optimization\ntechniques to cyclic CSG graphs, which are a compact\nrepresentation for the ray tracing of objects defined by\nparallel rewriting systems. For CSG trees a hierarchy of\nbounding volumes is buildt up by a simple recursive algorithm.\nA straight forward transition of this algorithm to CSG graphs\nyields to very huge and thus useless bounding volumes. In this\npaper we introduce an algorithm which calculates tight\nbounding volumes for the nodes of cyclic CSG graphs. This\nmethod can also be applied to CSG trees with explicit\n transformation nodes or CSG dags.",
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"title": "ACSGM -- An adaptive CSG meshing algorithm",
"date": "1995-12",
"abstract": "We present a new algorithm, called ACSGM (which is short\nfor Adaptive CSG Mesher), that converts scenes in CSG\nrepresentation into a boundary representation composed of\ntriangles. The algorithm is based on the marching cubes\nalgorithm, but instead of working at a fixed resolution, the\nsize of the cubes used in the meshing process is changed\nadaptively. While the marching cubes algorithm, which\ncalculates the vertices of the triangles of the final mesh\nusing linear interpolation, ACSGM uses ray casting for this\ncomputation. This approach not only produces exact vertices\nbut provides some additional information (e.g.\\ the normal\nvectors in these vertices) that can be used to generate a\nmore accurate approximation of the CSG object by the final\n mesh.",
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"title": "BABEL: A Generic Data structure for Geometric Modeling",
"date": "1995-11",
"abstract": "We present a basic data structure for geometric data which\ncan be adapted to represent common geometry representations\nlike CSG, BSP, aso. The new data structure has been designed\nto be easy to use, and easy to extend. Due to the\nrepresentation of geometric data using a directed acyclic\ngraph, a number of the standard rendering algorithms can be\nused on the data structure in a very straightforward way.\nThe new data structure has been implemented as a C++ library\nand can therefore serve as high-level tool for developing\ngraphics applications, or as an extension for using C++ as a\n modeling language.",
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"title": "Parametrizing Superquadrics",
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