Title: Smooth view-dependent LOD control and its application to terrain rendering
1Smooth view-dependent LOD control and its
application to terrain rendering
- Hugues Hoppe
- Microsoft Research
- IEEE Visualization 1998
2Terrain model
triangle mesh
texture image
3Complex terrain model
Grand Canyon data 4,097 x 2,049 vertices 16.7
million triangles
4Rendering bottlenecks
- Rasterization
- ? depth complexity (1-2 is OK)
- typically not a problem
- Geometric processing (transform, )
- ? mesh complexity (should be 20,000 triangles)
- bottleneck! e.g. 20,000 ltlt 17,000,000
5Locally adapt mesh complexity
- Given viewpoint, find coarse meshthat satisfies
a screen-space projected error
e.g. maximum error is 3 pixels
6View-dependent LOD control
actual view
overhead view
7Related LOD work
- Regular subdivision
- Lindstrom-etal96
- Duchaineau-etal97
-
- Delaunay triangulations
- CohenOr-Levanoni96
- Cignoni-etal97
-
- Arbitrary triangulations
- Xia-Varshney96
- VDPM Hoppe97
- De Floriani-etal97
- satisfies error tolerance with coarser mesh
- generalizes to arbitrary meshes in 3D
8Video
Progressive meshes
SIGGRAPH 96
View-dependent refinement ofprogressive meshes
SIGGRAPH 97
9View-dependent progressive mesh
Hoppe96
Xia-Varshney96
Hoppe97
vspl0
M0
vspl1
vspl2
vspl3
vspl4
vspl5
PM
M0
v2
v1
v3
vsplit
10Runtime algorithm
v1
v2
v3
M0
v5
v10
v11
v4
v8
v9
v7
v12
v13
v6
v12
v14
v15
11Contributions
- Runtime geomorphs
- Compact data structures
- Specialize for terrains
- accurate error during simplification
- scalability
12Runtime geomorphs
- Flythrough temporal continuity (avoid
popping) - When refining coarsening, interpolate
geometry over several frames
13Video
geomorphs no geomorphs ltgt geomorphs
14Two cases
- Forward motion geomorph refinement, easy
- Backward motion geomorph coarsening, more
difficult
15Forward viewer motion
prev. view frustum
model viewedfrom above
viewer motion path
16Geomorph refinement
17Backward viewer motion
prev. view frustum
viewer motion path
18Geomorph coarsening
- gradually interpolate vertex to parents position
- when complete, modify mesh connectivity
- no nesting of coarsening steps ? performed one
layer at a time
(see paper for details)
19Accurate approximation error
- Measuring error solely at grid points is
insufficient
2
-2
0
0
edgecollapse
elevationdata
2
0
surface can pop!? measure surface-to-surface
error
20Computing exact error
edgecollapse
center vertex (no error)
grid point interior to a face
grid line interior to an edge
(pre-processing computation ? not time-critical)
21Scalability
- Original mesh 16.7 million triangles easily
larger. - Hierarchical approach
- decompose into blocks
- yet, preserve spatial continuity
22Hierarchical simplification
(off-line pre-processing)
apply bottom-up recursion
ecolA
ecolS
ecolB
simplify blocks save ecols
stitch intolarger blocks
simplifytop-level
partition
pre-simplify
preserve boundary vertices
23Hierarchical block-based repr.
basemesh
pre-simplifiedterrain
block refinements
vsplitS
vsplitA
vsplitB
2.8
blockrefinements
0.1
maximumerror
LOD level
0.04
0.03
0.0
spatial locality
24Video
hierarchical construction grand
canyon teapot dragon
25Results
Original 16.7 million triangles 12,000 triangles
_at_ 30fps, avg. 1.7 pixel error 5,000 triangles
_at_ 60fps, avg. 3.5 pixel error (SGI Octane,
195MHz R10K, MXI)
26Summary
- VDPM irregular meshes
- accuracy ? reduce geometry bottleneck
- easy generalization to arbitrary surfaces
- Temporal coherence runtime geomorphs
- Approximation error surface-based
- Scalability block-based hierarchy
27Future work
- Generalize to arbitrary meshes
- Use simplification metric from Appearance-preserv
ing simplification Cohen-etal98 - Region-based hierarchy
- Non-static geometry
- Stochastic geometric detail