View-Dependent Refinement of Progressive Meshes - PowerPoint PPT Presentation

About This Presentation
Title:

View-Dependent Refinement of Progressive Meshes

Description:

view frustum (2-window terrain) screen-space error (2-window terrain) ... View-dependent refinement criteria. Real-time algorithm (fast, amortizable) ... – PowerPoint PPT presentation

Number of Views:117
Avg rating:3.0/5.0
Slides: 28
Provided by: hugues
Category:

less

Transcript and Presenter's Notes

Title: View-Dependent Refinement of Progressive Meshes


1
View-Dependent Refinementof Progressive Meshes
  • Hugues Hoppe
  • Microsoft Research
  • SIGGRAPH 97

2
Rendering complex meshes
860,000 faces!
3
Traditional level-of-detail
4
View-Independent LOD Difficulties
distant
backfacing
outsideview frustum
100,000 faces
S
5
View-dependent LOD
29,400 faces
different LODs coexistover surface
6
Applications Related work
heightfields
parametricsurfaces
arbitrarymeshes
Cignoni etal 95 De Floriani etal
96 Lindstrom etal 96
Rockwood etal 89 Abi Ezzi etal 93 Kumar etal
95
Xia-Varshney 96
S
7
Contributions
  • Progressive mesh ? vertex hierarchy ? selective
    refinement
  • Dependencies ? consistent framework
  • View-dependent refinement criteria

8
Review of progressive meshes
150
152
500
13,546
M0
M1
M175
Mn
base mesh
original mesh
9
The PM representation
10
Idea Selective refinement
M0
vspl0
vspl1
vspli-1
vspln-1
SIGGRAPH 96 incremental update not possible
11
Parent-child vertex relations
vs
vsplit
vu
vt
12
Vertex hierarchy
vspl0
M0
vspl1
vspl2
vspl3
vspl4
vspl5
PM
v2
v1
v3
M0
Xia Varshney 96
13
Selective refinement
vspl2
vspl0
M0
vspl1
vspl3
vspl4
vspl5
v2
v1
v3
M0
Restrictions?
14
Legality conditions?
vsplit
vu
vl
vr
vr
vl
vs
vt
ecol
  • vsplit legal if
  • vs is active
  • vl and vr are active
  • ecol legal if
  • ? problem consistent?

SIGGRAPH96
15
New vspl/ecol parametrizations
vsplit
fn3
fn1
fn1
vu
fn3
vs
fn0
fn2
fn0
fn2
vt
ecol
16
Runtime algorithm
v1
v2
v3
M0
v5
v10
v11
v4
v8
v9
v7
v12
v13
v6
v12
v14
v15
  • Algorithm
  • incremental (frame coherence)
  • efficient (15 of frame time)
  • amortizable

17
View-dependent refinement criteria
  • 3 criteria
  • view frustum
  • surface orientation
  • screen-space geometric error

See paper for details.
S
18
(1) View frustum
19
(2) Surface orientation
20
(3) Screen-space geometric error
21
All three criteria together
69,473 faces ? 10,528 faces 1.9 frame/sec ? 6.7
frame/sec
S
22
Fast rendering triangle strips
  • Greedy algorithm
  • IRIS GLavg. 10-15 faces/strip
  • OpenGLavg. 4.2 faces/strip

23
Application Parametric surfaces
32 Bezier patches
24
Geomorphs
smooth visual transitions
25
VIDEO
view frustum (2-window terrain) screen-space
error (2-window terrain) silhouette refinement
(sphere)all 3 criteria including orientation
(teapot) arbitrary mesh (gameguy)geomorph flythro
ugh of gcanyon
26
Summary
  • Selective refinement framework
  • View-dependent refinement criteria
  • Real-time algorithm (fast, amortizable)
  • Arbitrary progressive meshes? geometrically
    optimized refinement!

27
Future work
  • Memory management for large models
  • Runtime generation of geomorphs
  • Refinement criteria for surface shading
  • Animated models
Write a Comment
User Comments (0)
About PowerShow.com