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Briefly, HDS works by clustering vertices together in a hierarchical fashion. The simplification process continuously queries this hierarchy to generate a scene containing only those polygons that are important from the current viewpoint. When the volume of space associated with a vertex cluster occupies less than a user-specified amount of the screen, all vertices within that cluster are collapsed together and degenerate polygons filtered out. HDS maintains an active list of visible polygons for rendering. Since frame-to-frame movements typically involve small changes in viewpoint, and therefore modify the active list by only a few polygons, the method takes advantage of temporal coherence for greater speed.
Plate 1: Bone6 model shown at original resolution (1,136,785 faces), 0.5% error tolerance (417,182 faces), and 1% error tolerance (172,499 faces).
Plate 2: Sphere model shown at original resolution (8,192 faces), at 1% error threshold with backface simplification (3,388 faces), and at 1% silhouette error threshold with a 20% interior error tolerance (1,950 faces).
Plate 3: Bunny model shown at original resolution (69,451 faces), 1% error tolerance (19,598 faces), and 5% error tolerance (2,901 faces).
Plate 4: Bunny model shown with 1% silhouette, 6% interior (13,135 faces).
Plate 5: Sierra model shown at original resolution (154,153 faces) and 1.5% error tolerance (54,847 faces).
Plate 6: AMR model shown at original resolution (501,550 faces), 0.7% error tolerance (123,106 faces), and 2.5% error tolerance (34,128 faces).
Plate 7: AMR model shown at the same error tolerances as Plate 6, but drawn with wireframes on.
Plate 8: Torp model shown at original resolution (673,728 faces), 0.8% error tolerance (129,446 faces), and 1.5% error tolerance (76,404 faces).
Plate 9: Torp model shown at the same error tolerances as Plate 8, but drawn with wireframes on.