Smooth view-dependent LOD control and its application to terrain rendering - PowerPoint PPT Presentation

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Smooth view-dependent LOD control and its application to terrain rendering

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interpolate geometry over several frames. Video. geomorphs. no ... gradually interpolate vertex to parent's position. when complete, modify mesh connectivity ... – PowerPoint PPT presentation

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Title: Smooth view-dependent LOD control and its application to terrain rendering


1
Smooth view-dependent LOD control and its
application to terrain rendering
  • Hugues Hoppe
  • Microsoft Research
  • IEEE Visualization 1998

2
Terrain model
triangle mesh
texture image
3
Complex terrain model
Grand Canyon data 4,097 x 2,049 vertices 16.7
million triangles
4
Rendering 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

5
Locally adapt mesh complexity
  • Given viewpoint, find coarse meshthat satisfies
    a screen-space projected error

e.g. maximum error is 3 pixels
6
View-dependent LOD control
actual view
overhead view
7
Related 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

8
Video
Progressive meshes
SIGGRAPH 96
View-dependent refinement ofprogressive meshes
SIGGRAPH 97
9
View-dependent progressive mesh
Hoppe96
Xia-Varshney96
Hoppe97
vspl0
M0
vspl1
vspl2
vspl3
vspl4
vspl5
PM
M0
v2
v1
v3
vsplit
10
Runtime algorithm
v1
v2
v3
M0
v5
v10
v11
v4
v8
v9
v7
v12
v13
v6
v12
v14
v15
11
Contributions
  • Runtime geomorphs
  • Compact data structures
  • Specialize for terrains
  • accurate error during simplification
  • scalability

12
Runtime geomorphs
  • Flythrough temporal continuity (avoid
    popping)
  • When refining coarsening, interpolate
    geometry over several frames

13
Video
geomorphs no geomorphs ltgt geomorphs
14
Two cases
  • Forward motion geomorph refinement, easy
  • Backward motion geomorph coarsening, more
    difficult

15
Forward viewer motion
prev. view frustum
model viewedfrom above
viewer motion path
16
Geomorph refinement
17
Backward viewer motion
prev. view frustum
viewer motion path
18
Geomorph 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)
19
Accurate 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
20
Computing 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)
21
Scalability
  • Original mesh 16.7 million triangles easily
    larger.
  • Hierarchical approach
  • decompose into blocks
  • yet, preserve spatial continuity

22
Hierarchical 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
23
Hierarchical 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
24
Video
hierarchical construction grand
canyon teapot dragon
25
Results
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)
26
Summary
  • VDPM irregular meshes
  • accuracy ? reduce geometry bottleneck
  • easy generalization to arbitrary surfaces
  • Temporal coherence runtime geomorphs
  • Approximation error surface-based
  • Scalability block-based hierarchy

27
Future work
  • Generalize to arbitrary meshes
  • Use simplification metric from Appearance-preserv
    ing simplification Cohen-etal98
  • Region-based hierarchy
  • Non-static geometry
  • Stochastic geometric detail
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