CS Computer Graphics II

Slides:



Advertisements
Similar presentations
Hugues Hoppe - SIGGRAPH 96 - Progressive Meshes
Advertisements

Texture-Mapping Progressive Meshes
 Over-all: Very good idea to use more than one source. Good motivation (use of graphics). Good use of simplified, loosely defined -- but intuitive --
Surface Simplification using Quadric Error Metrics Guowei Wu.
Surface Simplification Using Quadric Error Metrics Speaker: Fengwei Zhang September
Efficient access to TIN Regular square grid TIN Efficient access to TIN Let q := (x, y) be a point. We want to estimate an elevation at a point q: 1. should.
Memory-Efficient Sliding Window Progressive Meshes Pavlo Turchyn University of Jyvaskyla.
View-Dependent Simplification of Arbitrary Polygonal Environments David Luebke.
Developer’s Survey of Polygonal Simplification Algorithms Based on David Luebke’s IEEE CG&A survey paper.
Mesh Simplification. Plan Introduction Mesh Simplifications Current Techniques The Projet Results.
Visualization and graphics research group CIPIC Decimation of Triangle Meshes William J. Schroeder, Jonathan A. Zarge, William E. Lorensen Presented by.
Smooth view-dependent LOD control and its application to terrain rendering Hugues Hoppe Microsoft Research IEEE Visualization 1998.
High-Quality Simplification with Generalized Pair Contractions Pavel Borodin,* Stefan Gumhold, # Michael Guthe,* Reinhard Klein* *University of Bonn, Germany.
CS CS 175 – Week 4 Mesh Decimation General Framework, Progressive Meshes.
Haptic Rendering using Simplification Comp259 Sung-Eui Yoon.
Compression opportunities using progressive meshes Hugues Hoppe Microsoft Research SIGGRAPH 98 course: “3D Geometry compression”
Mesh Simplification Global and Local Methods:
Korea Game Society, 1~3 February 2005, Muju Simple and Fast Polygonal Simplification using IAMC, Kim Nam Woo Simple and Fast Polygonal Simplification using.
Simplification of Arbitrary Polyhedral Meshes Shaun D. Ramsey* Martin Bertram Charles Hansen University of Utah University of Kaiserslautern University.
Tetra-Cubes: An algorithm to generate 3D isosurfaces based upon tetrahedra BERNARDO PIQUET CARNEIRO CLAUDIO T. SILVA ARIE E. KAUFMAN Department of Computer.
Visualization and graphics research group CIPIC January 30, 2003Multiresolution (ECS 289L) - Winter MAPS – Multiresolution Adaptive Parameterization.
Kumar, Roger Sepiashvili, David Xie, Dan Professor Chen April 19, 1999 Progressive 3D Mesh Coding.
Visualization and graphics research group CIPIC January 21, 2003Multiresolution (ECS 289L) - Winter Dynamic View-Dependent Simplification for Polygonal.
Seminar 1 Surface Rendering, Decimation Presented By Sonali Barua Date:10/31/2005.
3D Model Simplification (GATE-540)
Visualization 2000 Tutorial Mesh-Based Methods for Multiresolution Representations Instructor: Ken Joy Center for Image Processing and Integrated Computing.
Advanced Computer Graphics (Spring 2006) COMS 4162, Lecture 11: Quadric Error Metrics Ravi Ramamoorthi Some material.
Visualization and graphics research group CIPIC January 21, 2003Multiresolution (ECS 289L) - Winter Surface Simplification Using Quadric Error Metrics.
ECS 289L A Survey of Mesh-Based Multiresolution Representations Ken Joy Center for Image Processing and Integrated Computing Computer Science Department.
Advanced Computer Graphics (Spring 2005) COMS 4162, Lecture 10: Mesh simplification Ravi Ramamoorthi Many slides courtesy.
Tracking Surfaces with Evolving Topology Morten Bojsen-Hansen IST Austria Hao Li Columbia University Chris Wojtan IST Austria.
Surface Simplification Using Quadric Error Metrics Michael Garland Paul S. Heckbert.
A D V A N C E D C O M P U T E R G R A P H I C S CMSC 635 January 15, 2013 Quadric Error Metrics 1/20 Quadric Error Metrics.
Dynamic Meshing Using Adaptively Sampled Distance Fields
Presented By Greg Gire Advised By Zoë Wood California Polytechnic State University.
10/02/2001CS 638, Fall 2001 Today Level of Detail Overview Decimation Algorithms LOD Switching.
Progressive Meshes with Controlled Topology Modification University of Bonn Institute II. for Computer Science Computer Graphics Group Pavcl Borodin Rchinhard.
DPL10/16/2015 CS 551/651: Simplification Continued David Luebke
Level of Detail: Choosing and Generating LODs David Luebke University of Virginia.
1 Dr. Scott Schaefer Surface Simplification. 2/32 Surface Simplification Given a closed polygon model, reduce the number of polygons and maintain appearance.
Surface Simplification Using Quadric Error Metrics Garland & Heckbert Siggraph 97.
Triangular Mesh Decimation
Progressive Simplicial Complexes Jovan Popovic Carnegie Mellon University Jovan Popovic Carnegie Mellon University Hugues Hoppe Microsoft Research Hugues.
Polygonal Simplification Techniques
Mesh Coarsening zhenyu shu Mesh Coarsening Large meshes are commonly used in numerous application area Modern range scanning devices are used.
Advanced Computer Graphics CSE 190 [Spring 2015], Lecture 8 Ravi Ramamoorthi
CS418 Computer Graphics John C. Hart
Advanced Computer Graphics CSE 190 [Spring 2015], Lecture 7 Ravi Ramamoorthi
Surface Simplification Using Quadric Error Metrics Michael Garland Paul S. Heckbert August 1997 Michael Garland Paul S. Heckbert August 1997.
Advanced Computer Graphics CSE 190 [Spring 2015], Lecture 9 Ravi Ramamoorthi
ALGORITHMS FOR POLYGON REDUCTION Author: Ing. Roman Schulz FIT VUT, 2008.
Rendering Large Models (in real time)
1 Overview (Part 1) Background notions A reference framework for multiresolution meshes Classification of multiresolution meshes An introduction to LOD.
COMPUTER GRAPHICS CS 482 – FALL 2015 SEPTEMBER 10, 2015 TRIANGLE MESHES 3D MESHES MESH OPERATIONS.
DPL3/10/2016 CS 551/651: Simplification Continued David Luebke
Advanced Computer Graphics (Spring 2013) Mesh representation, overview of mesh simplification Many slides courtesy Szymon Rusinkiewicz.
Decimation of Triangle Meshes Paper by W.J.Schroeder et.al Presented by Guangfeng Ji.
Model Optimization Wed Nov 16th 2016 Garrett Morrison.

Advanced Computer Graphics
Decimation Of Triangle Meshes
CS679 - Fall Copyright Univ. of Wisconsin
CS475 3D Game Development Level Of Detail Nodes (LOD)
Controlled Topology Simplification (Voxel Based Object Simplification)
Parallel Model Simplification of Very Large Polygonal Meshes
Domain-Modeling Techniques
Jarek Rossignac GVU Center Georgia Institute of Technology
Hugues Hoppe - SIGGRAPH 96 - Progressive Meshes
Triangulation of a polygon
Chap 10. Geometric Level of Detail
Presentation transcript:

CS 526 - Computer Graphics II Decimation Cristian Luciano

Contents Goals of decimation Levels of details Topology preserving algorithms: “Decimation of triangle meshes” Schroeder, Zarge, Lorenzen (General Electric Co.) “Progressive meshes” Hugues Hoppe (Microsoft Research) Topology simplifying algorithm: “A topology modifying progressive decimation algorithm” William Schroeder (GE Corporate R&D Center) Conclusions

Goals of Decimation Reduce number of triangles in a triangle mesh Maintain a good approximation to the original appearance

Levels of Detail d1 d2 Two approaches: Distance LOD Screen-Size LOD

“Decimation of triangle meshes” by Schroeder, Zarge, Lorenzen (SIGGRAPH’92) For each point in the triangle mesh Classify point and topology in the neighborhood of the point If (the point can be deleted) then Delete point Triangulate the resulting hole

What kind of point is this? Candidates for deletion Interior Edge Simple Boundary Complex Corner

What is the error if the point is deleted? Interior Edge Simple Boundary d Average plane d boundary If (distance is less than d) then Delete point Delete all triangles using the point

What to do after point deletion? The resulting hole has to be triangulated Recursive 3D divide-and-conquer technique Now: three polygons Before: five polygons

Results Original mesh 90% decimated

“Progressive meshes” by Hugues Hoppe (SIGGRAPH’96) Progressive mesh = series of triangles meshes related by two invertible operations: Edge collapse Edge split S

Mesh simplification and reconstruction Edge collapse 13,546 500 152 150 Thus the simplification starts with the original mesh, denoted M^n, and through a sequence of edge collapse transformations, simplifies it down to a very coarse base mesh, M^0. <click> You can see the effect of the very last edge collapse transforming M^1 into M^0; it removes the last window from the airplane. Edge split

Results

Modifies mesh topology to obtain more reduction “A topology modifying progressive decimation algorithm” by William Schroeder (IEEE Visualization’97) Basically combines: “Decimation of triangle meshes” “Progressing meshes” Modifies mesh topology to obtain more reduction Red edges = mesh boundaries Green edges = manifold or interior edges

Vertex split and merge Interior Edge Corner Complex Simple Vertex merge Interior Edge Complex Corner Simple

Results

Conclusions Three techniques to reduce number of polygons Two preserving topology algorithms One simplifying topology algorithm How to classify points for decimation: Simple, complex, boundary, interior edge, corner Preserving topology operations: Edge collapse Edge split Simplifying topology operations: Vertex split Vertex merge Results of three algorithms

Thanks! Any questions? Any comments?