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Progressive Renement with Topological Simplication: A Theoretical Framework ERGUN AKLEMAN Visualization Laboratory Colleg e of Architectu re J IANER CHEN Departmen t of Compute r Science Colleg e of Engineer ing Abstract This paper presents a theoretical framework for progres- sive renement of manifold meshes with topological sim- plication. We demonstrate that topology changes are not int uit iv e and the ref ore a great dea l of car e is necessary for handling topological simp lication. We illustrate non- intutive nature of topology changes with several examples. We also show how to use the non-intutive nature of the topology changes as an advantage and develop a theretical framewo rk for progr essi ve rene ment with t opolo gical sim- plication. 1 Intr odu ct ion Our goal in this paper is to develop a theoretical frame- work for progressive renement schemes with topological simplications. Level-of-deta il (LOD) representations ha ve recently become popular in computer graphics [9, 14, 10, 19, 18, 17]. Among the LOD repr esent atio ns progres siv e renement is particularly useful since it allows continuous change [18, 17]. Although topolog ical simpl icat ion can prov ide bette r simp lica tion and efc ient repr esent atio n, thereexists no fra mework that pr ovid es both progr essive re- nement and topological simplication. Ignoring topolog- ical simplication is not special to progressi ve meshes. In fact, except one recent development (Hybrid meshes) [12] topological simplication is not even considered in other LOD representations. Moreover , Hybrid meshes is a user- assisted LOD approach and cannot automatically guarantee topological simplication. As an example of application of progressive renement with topology simplication, let us consider a city that con- sists of huge number of buildings or a forest that is made up of lots of trees. It is not reall y helpful to simpl ify each Address: 216 Langford Center, College Station, Texas 77843- 3137. email: [email protected]. phone: +(409) 845-6599. Supported in part by the Texas A&M, Scholarly & Creative Activities Program. bui lding or each tree to a simp le polyhed ron. At the end, there will still be a huge number of polyhedra. The most vi- able alte rnati ve is t o comb ine sev eral bui lding s to create one composite building and to combine a group of trees to cre- ate one composite tree. In this way, from the distance a city block that consists of a set of buildings will be represented by one composite bui lding and a cluster of trees will be rep- resented by one composite tree. Moreover , this renement should be progressive, i.e. the change must be gradual. For instance, let us say that the forest has 100 trees. The num- ber of trees should gradually reduce; and so on. At the simplest lev el the whol e cit y or fore st should be represented by a singl e buildi ng or tre e. Then this building or tree should further be progressively rened into simplest polyhedra that resemble the shape of the building or tree. This example demonstrate progressive renement with topology simplication will denitely be benecial for a wide variety of applications that includes games, mesh data transmission, rendering. In this paper , we dev elop a theor etic al framework for progressive renement with topological simplication. We will demonstra te that topology changes are no t intuitive and therefore a great deal of care is necessar y for handling topo- logical simplicat ion. We show that the same operation can both clo se a hole and cut a handle. Moreo ver , all topol- ogy change operators can both complicate and simplify the topol ogy. Our framework uses the non-i ntuti ve nature of topol ogy chang es as its adva ntageand guara ntees high com- pression rates with topological simplication. 1.1 Pr evi ous Work Render ing comp lex geometric mode ls at in terac tiv e rates has always been a challenging problem in computer graph- ics. Improving t he rendering performance alone could not solve this problem since the complexity of geometric mod- els increases with rendering per formance. In other words, as the rendering perfo rmance impr oves , more and more complicated geometric models will be used. It is observed 1

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