User-Guided Simplification

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Presentation transcript:

User-Guided Simplification Youngihn Kho Michael Garland University of Illinois at Urbana–Champaign

Surface Simplification

Previous simplifications Most of previous algorithms are fully automatic generally work well, but weak at higher-level semantics user-guidance can improve the quality Semi-automatic methods Zeta (Cignoni et al. ’97) Semisimp (Li and Watson ’01) User-Controlled Creation of Multiresolution Meshes (Pojar and Schmalstieg ’03)

User Guidance can be Useful We propose a user-guided simplification directly guide simplification processes users freely interact at any level Built on top of quadric-based simplification (Garland and Heckbert ’97)

Iterative Edge Contraction Starting from the original model, iteratively rank all edges with some cost metric contract minimum cost edge update edge costs generate vertex tree

Quadric-Error Metric Given a plane, a quadric Q is defined as Squared distance of point to plane is Sum of quadrics represents set of planes

Quadric-Error Metric Each edge has an associated quadric sum of quadrics for its two vertices find a vertex v* minimizing Q(v*) After the edge contraction the vertex v* accumulates the associated quadrics

How to Guide Simplification: Manipulate Quadrics In the quadric-based algorithm contraction order and optimal positions are crucial quadrics determine both We manipulate quadrics in two main ways weighting quadrics adding constraint quadrics

Weighting Quadrics: Control Contraction Costs We weight quadrics Heavy weights are applied on feature areas increase contraction costs Also changes optimal positions a desirable side effect Feature areas are painted

Constraint Quadrics: Control Optimal Positions We can define constraint planes add their quadrics to appropriate vertices bias optimal positions increase contraction costs -> store separately

We Propose Three types of Constraint Quadrics Plane Constraints Contour Constraints Point Constraints

Example : Contour Constraint

Example : Point Constraint

We Need: New Propagation Rules Users want to freely interact at any level affect both simplification and refinement process vertex tree structures may be changed constraint quadrics and representative weights should be appropriately propagated.

Propagation: Constraint Quadrics

Propagation: Representative Weight

Error Analysis: Relative Error Distribution Fully automatic User-guided

Conclusion New interactive simplification system extends an existing QSlim algorithm allows user-guidance to improve approximations little user effort, still efficient Changes vertex tree structures can be used for further applications

Future Work Better weights selection Perceptually based error metric currently chosen by users automatic suggestion would be good Perceptually based error metric low-level perception models (Reddy ‘97, Luebke and Hallen ’01) but also high-level : eg. actual feature vs noise machine learning techniques?

The End Thanks! Contact Information Youngihn kho Michael Garland kho@uiuc.edu garland@uiuc.edu