Issac J. Trotts

dblp:51/5052 · DBLP profile ↗
← Back
6ranked-venue papers
3as first author
0since 2021 · last 2005
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorHuman-computer interaction and ubiquitous computing · 3 · 2 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
3 papers
Geometric modeling and processing · 77% Rendering · 23%

Topics — the 9 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
level of detail
0.021999
Simplification of Tetrahedral Meshes with Error Bounds · IEEE Trans. Vis. Comput. Graph. 1999
Constructing Hierarchies for Triangle Meshes · IEEE Trans. Vis. Comput. Graph. 1998
Geometric modeling and processing › mesh processing
mesh simplification
0.021999
Simplification of Tetrahedral Meshes with Error Bounds · IEEE Trans. Vis. Comput. Graph. 1999
Constructing Hierarchies for Triangle Meshes · IEEE Trans. Vis. Comput. Graph. 1998
Geometric modeling and processing › mesh generation
tetrahedral mesh
0.011999
Simplification of Tetrahedral Meshes with Error Bounds · IEEE Trans. Vis. Comput. Graph. 1999
Geometric modeling and processing › computational geometry › polygonal partitioning › triangulation
hierarchical triangulation
0.011998
Constructing Hierarchies for Triangle Meshes · IEEE Trans. Vis. Comput. Graph. 1998
Geometric modeling and processing
mesh processing
0.011998
Constructing Hierarchies for Triangle Meshes · IEEE Trans. Vis. Comput. Graph. 1998
Geometric modeling and processing
isosurface extraction
0.011997
On Approximating Contours of the Piecewise Trilinear Interpolant Using Triangular Rational-Quadratic Bézier Patches · IEEE Trans. Vis. Comput. Graph. 1997
Geometric modeling and processing › isosurface extraction
marching cubes
0.011997
On Approximating Contours of the Piecewise Trilinear Interpolant Using Triangular Rational-Quadratic Bézier Patches · IEEE Trans. Vis. Comput. Graph. 1997
Geometric modeling and processing
surface fitting
0.011997
On Approximating Contours of the Piecewise Trilinear Interpolant Using Triangular Rational-Quadratic Bézier Patches · IEEE Trans. Vis. Comput. Graph. 1997
Rendering
surface rendering
0.011997
On Approximating Contours of the Piecewise Trilinear Interpolant Using Triangular Rational-Quadratic Bézier Patches · IEEE Trans. Vis. Comput. Graph. 1997

Methods — techniques the papers use, named apart from their topics

error bounds · 0.0edge collapse · 0.0triangle collapse · 0.0surface approximation · 0.0rational quadratic bézier patches · 0.0marching cubes · 0.0
YearPublicationVenuePosition
2005 Neuroanatomical image alignment
Issac J. Trotts, Bruno A. Olshausen, Edward Jones
IEEE Visualization1
1999 Simplification of Tetrahedral Meshes with Error Bounds
abstract
Presents a method for the construction of multiple levels of tetrahedral meshes approximating a trivariate scalar-valued function at different levels of detail. Starting with an initial, high-resolution triangulation of a 3D region, we construct coarser representation levels by collapsing edges of the mesh. Each triangulation defines a linear spline function, where the function values associated with the vertices are the spline coefficients. Error bounds are stored for individual tetrahedra and are updated as the mesh is simplified. Two algorithms are presented that simplify the mesh within prescribed error bounds. Each algorithm treats simplification on the mesh boundary. The result is a hierarchical data description that is suited for the efficient visualization of large data sets at varying levels of detail.
Issac J. Trotts, Bernd Hamann, Kenneth I. Joy
IEEE Trans. Vis. Comput. Graph.1
1998 Simplification of tetrahedral meshes
abstract
We present a method for the construction of multiple levels of tetrahedral meshes approximating a trivariate function at different levels of detail. Starting with an initial, high-resolution triangulation of a three-dimensional region, we construct coarser representation levels by collapsing tetrahedra. Each triangulation defines a linear spline function, where the function values associated with the vertices are the spline coefficients. Based on predicted errors, we collapse tetrahedron in the grid that do not cause the maximum error to exceed a use-specified threshold. Bounds are stored for individual tetrahedra and are updated as the mesh is simplified. We continue the simplification process until a certain error is reached. The result is a hierarchical data description suited for the efficient visualization of large data sets at varying levels of detail.
Issac J. Trotts, Bernd Hamann, Kenneth I. Joy, David F. Wiley
IEEE Visualization1
1998 Constructing Hierarchies for Triangle Meshes
abstract
We present a method to produce a hierarchy of triangle meshes that can be used to blend different levels of detail in a smooth fashion. The algorithm produces a sequence of meshes M/sub 0/, M/sub 1/, M/sub 2/..., M/sub n/, where each mesh M/sub i/ can be transformed to mesh M/sub i+1/ through a set of triangle-collapse operations. For each triangle, a function is generated that approximates the underlying surface in the area of the triangle, and this function serves as a basis for assigning a weight to the triangle in the ordering operation and for supplying the points to which the triangles are collapsed. The algorithm produces a limited number of intermediate meshes by selecting, at each step, a number of triangles that can be collapsed simultaneously. This technique allows us to view a triangulated surface model at varying levels of detail while insuring that the simplified mesh approximates the original surface well.
Tran S. Gieng, Bernd Hamann, Kenneth I. Joy, Gregory L. Schussman, Issac J. Trotts
IEEE Trans. Vis. Comput. Graph.5
1997 Smooth hierarchical surface triangulations
abstract
Presents a new method to produce a hierarchical set of triangle meshes that can be used to blend different levels of detail in a smooth fashion. The algorithm produces a sequence of meshes /spl Mscr//sub 0/, /spl Mscr//sub 1/, /spl Mscr//sub 2/..., /spl Mscr//sub n/, where each mesh /spl Mscr//sub i/ can be transformed to mesh /spl Mscr//sub i+1/ through a set of triangle-collapse operations. For each triangle, a function is generated that approximates the underlying surface in the area of the triangle, and this function serves as a basis for assigning a weight to the triangle in the ordering operation, and for supplying the point to which the triangles are collapsed. This technique allows us to view a triangulated surface model at varying levels of detail while insuring that the simplified mesh approximates the original surface well.
Tran S. Gieng, Bernd Hamann, Kenneth I. Joy, Gregory L. Schussman, Issac J. Trotts
IEEE Visualization5
1997 On Approximating Contours of the Piecewise Trilinear Interpolant Using Triangular Rational-Quadratic Bézier Patches
abstract
Given a three dimensional (3D) array of function values F/sub i,j,k/ on a rectilinear grid, the marching cubes (MC) method is the most common technique used for computing a surface triangulation T approximating a contour (isosurface) F(x, y, z)=T. We describe the construction of a C/sup 0/ continuous surface consisting of rational quadratic surface patches interpolating the triangles in T. We determine the Bezier control points of a single rational quadratic surface patch based on the coordinates of the vertices of the underlying triangle and the gradients and Hessians associated with the vertices.
Bernd Hamann, Issac J. Trotts, Gerald E. Farin
IEEE Trans. Vis. Comput. Graph.2