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Ch9. Polygonal Techniques

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Title: Ch9. Polygonal Techniques


1
Ch9. Polygonal Techniques
  • 2001? 7? 13?
  • ???

2
Main topics
  • Tessellation
  • - Split into more tractable primitives
  • Consolidation
  • - process which encompasses merging and linking
    polygonal data
  • Simplification
  • taking linked data and attempting to remove
    unnecessary features
  • Improve speed

3
Sources of 3D data
  • Solid-based modelers
  • - usually seen in the area of CAD
  • - faceter turns the internal model
    representation into polygons which can be
    displayed
  • Surface-based modelers
  • - all objects are thought of in terms of their
    surfaces.
  • - allow direct manipulation of surfaces

4
Tessellation
  • Definition
  • - Process of splitting a polygon into a set of
  • polygons
  • Reason
  • Many graphics APIs and H/W are optimized for
    triangles.
  • The renderer may only handle convex polygons.
  • In order to catch shadows and reflected light
    using radiosity techniques

5
Tessellation
  • Figure 9.1

6
Tessellation
  • How best to project a 3D polygon into 2D
  • to determine which one of the xyz coordinates to
    discard in order to leave just two
  • The best plane is the one in which the polygon
    has the largest projected area.
  • Self-intersection problem badly warped.
  • comparison among the polygons edges is called
    for.

7
Bowtie quadrilateral
  • Figure 9.2

8
Tessellation
  • Polygons are not always made of a single outline.
  • Figure 9.3

9
Shading Problems
  • Data as quadrilateral meshes must be converted
    into triangles for display.
  • How to split a quadrilateral
  • to minimize differences
  • ( shortest diagonal, smaller difference between
    the colors)

10
Triangles cannot capture the intent of designer
  • If a texture is applied to a warped
    quadrilateral, neither triangulation preserves
    the intent, neither does Gouraud shading.
  • Figure 9.6
  • This problem arises because the image being
    applied to the surface is to be warped when
    displayed.

11
Figure 9.6
12
Edge Cracking
  • Edge cracking can occur where spline surfaces
    meet. The points generated for one spline curve
    will not match those generated by its neighbor.
  • Edge stitching
  • - the process of fixing these cracks

13
T-Vertices
  • A problem encountered
  • when joining flat surfaces
  • When radiosity solutions are used
  • When model surfaces meet but do not share all
    vertices

14
T-Vertices
  • Fig 9.8

15
Consolidation
  • To find and adjust the links between polygons
  • Efficiency
  • Forming polygon meshes
  • - fewer transformation, more efficient clipping,
    saving on memory
  • 2. Backface culling

16
Overall approach
  • Form edge-face structures for all polygons and
    sort these.
  • Find groups of polygons that touch each other
    determine solidity.
  • For each group, flip faces to gain consistency.
  • Determine what the inside of the mesh is, and
    flip all faces if needed.

17
Overall approach
  • 5. Find smoothing groups and compute vertex
    normals.
  • 6. Find boundaries.
  • 7. Create polygonal meshes.

18
Overall approach
19
Simplification
  • Process of taking a complex model and reducing
    its complexity
  • Advantage quicker to render
  • Common Method Edge collapse
  • edge is removed by moving its two vertices to one
    spot.

20
Subset placement strategy
  • Advantage if we limit the possibilities, we may
    encode the choice actually made. Faster but
    low-quality.
  • Fig 9.12

21
Optimal placement strategy
  • We examine a wider range of possibilities.
  • Both vertices for an edge are contracted to a new
    location.
  • Advantage higher quality meshes
  • Disadvantage extra processing, code, and memory
    for recording wider range of possible placement

22
Optimal placement strategy
  • To determine the best point placement, we perform
    an analysis on the local neighborhood.
  • If the cost of an edge collapse depends on just a
    few local variables, the cost function is easy to
    compute, and each collapse affects only a few of
    its neighbors.

23
Example of bad collapse
  • Some edge collapses must be avoided regardless of
    cost.
  • Whether a neighboring polygon flips its normal
    direction from a collapse

24
Figure 9.13
25
Cost function
  • The sum of the squared distances between each of
    the planes and the new location.
  • C(v) ?(niv di)2
  • Figure 9.14

26
Features
  • Reversibility
  • - start with the simplified model and reconstruct
    the complex model from it. It is useful for
    network transmission of models.
  • Simplification can produce a large number of
    level-of-detail models from a single complex
    model.

27
Simplification
  • Polygon reduction techniques can be useful, but
    they are not a panacea. Because they know nothing
    about visually important elements.
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