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Non-Uniform Terrain Mesh Simplification Using Adaptative Merge Procedures Flávio Luis de Mello Edilberto Strauss Antônio Oliveira Aline Gesualdi

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Page 1: Non-Uniform Terrain Mesh Simplification Using Adaptative Merge Procedures Flávio Luis de Mello Edilberto Strauss Antônio Oliveira Aline Gesualdi

Non-Uniform Terrain Mesh Simplification Using

Adaptative Merge Procedures Flávio Luis de Mello

Edilberto StraussAntônio OliveiraAline Gesualdi

Page 2: Non-Uniform Terrain Mesh Simplification Using Adaptative Merge Procedures Flávio Luis de Mello Edilberto Strauss Antônio Oliveira Aline Gesualdi

1. Introduction

2. Mesh Simplification Method

3. Results

4. Conclusion

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Page 3: Non-Uniform Terrain Mesh Simplification Using Adaptative Merge Procedures Flávio Luis de Mello Edilberto Strauss Antônio Oliveira Aline Gesualdi

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Terrain walkthrough plays an important role in the virtual reality

Geographic Information Systems (GIS), Military Mission Planning, Flight Simulation, etc.

Regular grid sampled data is required

Page 4: Non-Uniform Terrain Mesh Simplification Using Adaptative Merge Procedures Flávio Luis de Mello Edilberto Strauss Antônio Oliveira Aline Gesualdi

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Relationship between the actual map image resolution and its associated data can easily exceed the capabilities of typical graphics hardware, which makes impossible a real-time interactive application.

data fps real-timeinteraction

Page 5: Non-Uniform Terrain Mesh Simplification Using Adaptative Merge Procedures Flávio Luis de Mello Edilberto Strauss Antônio Oliveira Aline Gesualdi

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Relationship between the actual map image resolution and its associated data can easily exceed the capabilities of typical graphics hardware, which makes impossible a real-time interactive application.

data fps real-timeinteraction

At most PII 450MHz

No Hw acceleration

Page 6: Non-Uniform Terrain Mesh Simplification Using Adaptative Merge Procedures Flávio Luis de Mello Edilberto Strauss Antônio Oliveira Aline Gesualdi

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Describes an optimized algorithm for building a terrain triangular mesh

Combines an efficient regular grid representation with low cost memory requirements

Bottom-up approach

Based on classic quadtree algorithm (Röttger – Eurograph99)

Page 7: Non-Uniform Terrain Mesh Simplification Using Adaptative Merge Procedures Flávio Luis de Mello Edilberto Strauss Antônio Oliveira Aline Gesualdi

Digital Elevation Model(2n x 2m)

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Page 8: Non-Uniform Terrain Mesh Simplification Using Adaptative Merge Procedures Flávio Luis de Mello Edilberto Strauss Antônio Oliveira Aline Gesualdi

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h=2

2. Terrain Model

Page 9: Non-Uniform Terrain Mesh Simplification Using Adaptative Merge Procedures Flávio Luis de Mello Edilberto Strauss Antônio Oliveira Aline Gesualdi

2. Terrain Model

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Merge Criteria:

#1

#2

Page 10: Non-Uniform Terrain Mesh Simplification Using Adaptative Merge Procedures Flávio Luis de Mello Edilberto Strauss Antônio Oliveira Aline Gesualdi

2. Terrain Model

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Page 11: Non-Uniform Terrain Mesh Simplification Using Adaptative Merge Procedures Flávio Luis de Mello Edilberto Strauss Antônio Oliveira Aline Gesualdi

2. Terrain Model

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Page 12: Non-Uniform Terrain Mesh Simplification Using Adaptative Merge Procedures Flávio Luis de Mello Edilberto Strauss Antônio Oliveira Aline Gesualdi

2. Terrain Model

1111

Page 13: Non-Uniform Terrain Mesh Simplification Using Adaptative Merge Procedures Flávio Luis de Mello Edilberto Strauss Antônio Oliveira Aline Gesualdi

2. Terrain Model

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Page 14: Non-Uniform Terrain Mesh Simplification Using Adaptative Merge Procedures Flávio Luis de Mello Edilberto Strauss Antônio Oliveira Aline Gesualdi

2. Terrain Model

Sorted

Unsorted

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Page 15: Non-Uniform Terrain Mesh Simplification Using Adaptative Merge Procedures Flávio Luis de Mello Edilberto Strauss Antônio Oliveira Aline Gesualdi

BorderInterior

Gint=0,9143 Gborder=1,3482

hquadtree 4 to 5

1st 1st

2nd 2nd

3rd 3rd

Proposed Röttger Proposed Röttger

iicaseigpG

2. Terrain Model

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Page 16: Non-Uniform Terrain Mesh Simplification Using Adaptative Merge Procedures Flávio Luis de Mello Edilberto Strauss Antônio Oliveira Aline Gesualdi

DEM(1.024 x 1.024)

h=732.768 triangles11.254 triangles#=34,34%#R=16,71%

h=68.192 triangles3.078 triangles#=37,57%#R=9,76%

h=52.048 triangles1.216 triangles#=59,375%#R=4,80%

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Page 17: Non-Uniform Terrain Mesh Simplification Using Adaptative Merge Procedures Flávio Luis de Mello Edilberto Strauss Antônio Oliveira Aline Gesualdi

No cracks, no T-junctions Global treatment

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Page 18: Non-Uniform Terrain Mesh Simplification Using Adaptative Merge Procedures Flávio Luis de Mello Edilberto Strauss Antônio Oliveira Aline Gesualdi

No cracks, no T-junctions Global treatment

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Page 19: Non-Uniform Terrain Mesh Simplification Using Adaptative Merge Procedures Flávio Luis de Mello Edilberto Strauss Antônio Oliveira Aline Gesualdi

DEM(2.048 x 2.048)

=4,18 m h=732.768 triangles15.802 triangles#=48,22%#R=16,03%

h=68.192 triangles5.278 triangles#=64,43%#R=8,84%

h=52.048 triangles1.648 triangles#=80,47%#R=4,51%

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Page 20: Non-Uniform Terrain Mesh Simplification Using Adaptative Merge Procedures Flávio Luis de Mello Edilberto Strauss Antônio Oliveira Aline Gesualdi

DEM(1.024 x 1.024)

=8,125 m h=732.768 triangles26.092 triangles#=79,62%#R=12,47%

h=68.192 triangles7.016 triangles#=85,64%#R=7,69%

h=52.048 triangles1.870 triangles#=91,30%#R=3,73%

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Page 21: Non-Uniform Terrain Mesh Simplification Using Adaptative Merge Procedures Flávio Luis de Mello Edilberto Strauss Antônio Oliveira Aline Gesualdi

The method provides high quality triangulations with thousands of geometric primitives;

The generated mesh is conforming, although it is not well shaped;

Achieved good frame rates on PC platforms, such as 47fps (PII 450MHz, Sthealth II AGP);

Critical future issues include level of detail rendering and efficient paging mechanism, which will allow rendering height fields that do not entirely fit into RAM.

2020

Page 22: Non-Uniform Terrain Mesh Simplification Using Adaptative Merge Procedures Flávio Luis de Mello Edilberto Strauss Antônio Oliveira Aline Gesualdi