Download - View-Dependent Refinement of Progressive Meshes Hugues Hoppe Microsoft Research SIGGRAPH 97
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View-Dependent RefinementView-Dependent Refinementof Progressive Meshesof Progressive Meshes
Hugues HoppeHugues HoppeMicrosoft ResearchMicrosoft Research
SIGGRAPHSIGGRAPH 97 97
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Rendering complex meshesRendering complex meshes
860,000 faces!860,000 faces!860,000 faces!860,000 faces! VV FF
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Traditional level-of-detailTraditional level-of-detail
50,000 faces50,000 faces
progressive meshprogressive mesh representation representation [SIGGRAPH96][SIGGRAPH96]
10,000 faces10,000 faces2,000 faces2,000 faces
view-independent LODview-independent LODlinear sequencelinear sequence
poppop poppop
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View-Independent LOD: DifficultiesView-Independent LOD: Difficulties
100,000 faces100,000 facesoutsideoutside
view frustumview frustum
distantdistant
backfacingbackfacing
SS
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View-dependent LODView-dependent LOD
29,400 faces29,400 faces different LOD’s coexistdifferent LOD’s coexistover surfaceover surface
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Applications & Related workApplications & 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]
SS
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ContributionsContributions
Progressive meshProgressive mesh vertex hierarchy vertex hierarchy selective refinement selective refinement
Dependencies Dependencies consistent framework consistent framework
View-dependent refinement criteriaView-dependent refinement criteria
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base meshbase mesh original meshoriginal mesh
150150
MM00 MM11
152152
Review of Review of progressive meshesprogressive meshes
… … MM175 175 ……
500500 13,54613,546
MMnn
vvll vvrr
vvuu
vvtt
vvssvvll vvrr
edge collapseedge collapse
vertex splitvertex split
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150150
MM00 MM11
vsplvspl00
152152
The PM representationThe PM representation
MM175175
500500
… … vsplvsplii … …
13,54613,546
vsplvspln-1n-1
MMnn
progressive mesh (PM)progressive mesh (PM) representation representation
vsplvspl00 … … vsplvsplii … … vsplvspln-1n-1
MM00
MM00 MMnnMMii
MMnn
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Idea: Selective refinementIdea: Selective refinement
MM00 vsplvspl00 vsplvspl11 vsplvspli-1i-1 vsplvspln-1n-1
[SIGGRAPH 96]: incremental update not possible[SIGGRAPH 96]: incremental update not possible
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Parent-child vertex relationsParent-child vertex relations
vvss
vvttvvuu
vsplitvsplit
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vv22
Vertex hierarchyVertex hierarchy
vsplvspl00MM00 vsplvspl11 vsplvspl22 vsplvspl33 vsplvspl44 vsplvspl55
vv11 vv33MM00
vv1010 vv1111
vsplvspl33
vv11 vv22
vv44 vv55
vsplvspl00
vv88 vv99
vsplvspl22
vv33
vv66 vv77
vsplvspl11
vv55
vv1212 vv1313
vsplvspl44
vv1010
vsplvspl55
vv1414 vv1515
vv66
PM:PM:
MMnn
[Xia & Varshney 96]
MM00
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vsplvspl22
vv1111
vv11 vv22
vv44 vv88 vv99
vv33
vv77
vv55
vv1212 vv1313
vv1010
vv1414 vv1515
vv66
vv22
Selective refinementSelective refinement
vsplvspl00MM00 vsplvspl11 vsplvspl33 vsplvspl44 vsplvspl55
vv11 vv33MM00
vv1010 vv1111
vsplvspl33
vv11 vv22
vv44 vv55
vsplvspl00
vv66 vv77
vsplvspl11
vv55
vv1212 vv1313
vsplvspl44
vv1010
selectively refined meshselectively refined mesh
vv88 vv99
vsplvspl22
vv33
vv88 vv99
vsplvspl22
vv33
Restrictions?Restrictions?
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Legality conditions?Legality conditions?
vvll vvrr
vvuu
vvtt
vvssvvll vvrr
vsplitvsplit
ecolecol vsplitvsplit legal if: legal if:
– vvss is active is active– vvll and and vvrr are active are active
ecolecol legal if: legal if:– ? problem: consistent?? problem: consistent?
[SIGGRAPH96][SIGGRAPH96]
[Xia&Varshney96]: legal if identical neighborhood
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New vspl/ecol parametrizationsNew vspl/ecol parametrizations
vsplitvsplit
ecolecol
ffn1n1
ffn0n0
vvss
ffn3n3
ffn2n2
ffn1n1
ffn0n0
vvuu
vvtt
ffn3n3
ffn2n2
vsplitvsplit legal if: legal if:– vvss is active is active– ffn0n0,f,fn1n1,f,fn2n2,f,fn3n3 are active are active
ecolecol legal if: legal if:– vvtt,v,vuu are active are active– ffn0n0,f,fn1n1,f,fn2n2,f,fn3n3 are adjacent are adjacent
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previous meshprevious mesh
vv55vv1010 vv1111 vv44 vv88 vv99
vv77vv1212 vv1313
vv11 vv22 vv33
Runtime algorithmRuntime algorithm
MM00
vv66
vv1414 vv1515
vv1212 vv1313vv1212
vv1010 vv1111vv1010 vv1111 vv44vv44
vv66
vv1414 vv1515
vv66
vv1414 vv1515
vv88 vv99
vv33
vv1515
vv77vv77
vv88vv88 vv99vv99
new meshnew mesh
dependencydependency
Algorithm:Algorithm: incremental (frame coherence)incremental (frame coherence) efficient (~15% of frame time)efficient (~15% of frame time) amortizableamortizable
vv1111vv1010 vv44
vv1414 vv1515
vv77
vv88 vv99
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View-dependent refinement criteriaView-dependent refinement criteria
3 criteria:3 criteria:
view frustumview frustum
surface orientationsurface orientation
screen-space geometric errorscreen-space geometric error
See paper for details.See paper for details.
SS
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(1) View frustum(1) View frustum
too hightoo high too far righttoo far rightview is unchangedview is unchanged
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(2) Surface orientation(2) Surface orientation
view is unchangedview is unchanged oriented awayoriented away
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(3) Screen-space geometric error(3) Screen-space geometric error
refinement near refinement near silhouettesilhouette
coarser in coarser in distancedistance
tolerance=0.5 pixelstolerance=0.5 pixels
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All three criteria togetherAll three criteria together
69,473 faces 69,473 faces 10,528 faces 10,528 faces1.9 frame/sec 1.9 frame/sec 6.7 frame/sec 6.7 frame/sec
SS
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Fast rendering: triangle stripsFast rendering: triangle strips
Greedy algorithm:Greedy algorithm: IRIS GL:IRIS GL:
avg. 10-15 faces/stripavg. 10-15 faces/strip
OpenGL:OpenGL:avg. 4.2 faces/stripavg. 4.2 faces/strip
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32 Bezier patches32 Bezier patches
Application: Parametric surfacesApplication: Parametric surfaces
PMPM
MM00
pre-pre-processprocess
vsplvspl
25,44025,440
VV FF
MM vv11MM00 vv22
vv33 vv44 vv55 vv66
vv77 vv88
MMnnloadload
10,00010,0001,8001,800
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GeomorphsGeomorphs
M A
v8 v9v4 v5
v6 v7
v12 v13
v1 v2 v3
v10 v11
v14 v15
M B
M G
smooth visual transitionssmooth visual transitions
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VIDEOVIDEO
view frustum (2-window terrain)view frustum (2-window terrain)screen-space error (2-window terrain)screen-space error (2-window terrain)
silhouette refinement (sphere)silhouette refinement (sphere)all 3 criteria including orientation (teapot)all 3 criteria including orientation (teapot)
arbitrary mesh (gameguy)arbitrary mesh (gameguy)geomorphgeomorph
flythrough of gcanyonflythrough of gcanyon
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SummarySummary
Selective refinement frameworkSelective refinement framework
View-dependent refinement criteriaView-dependent refinement criteria
Real-time algorithm (fast, amortizable)Real-time algorithm (fast, amortizable)
Arbitrary progressive meshesArbitrary progressive meshes
geometrically optimized refinement! geometrically optimized refinement!
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Future workFuture work
Memory management for large modelsMemory management for large models
Runtime generation of geomorphsRuntime generation of geomorphs
Refinement criteria for surface shadingRefinement criteria for surface shading
Animated modelsAnimated models