Efficient Implementation of Real-Time View-Dependent Multiresolution Meshing Renato Pajarola, Member, IEEE Computer Society Christopher DeCoro, Student Member, IEEE 2001
5 heuristics for mesh simplification Simplification outside view frustum Simplification of back-facing mesh Non-simplification to preserve silhouettes Simplification of surfaces projected onto small areas Simplification of surfaces with equal/near equal normals
Half-edge structure a half-edge data structure stores the connectivity information of the triangle mesh and each triangle face is implicitly represented by an ordered set of three oriented half-edges. Every half-edge h stores its reverse twin half-edge h.r, the next h.n, and previous h.p half-edges of that triangle, and the starting vertex h.v of the half-edge
Simplification algorithms Beyond paper’s scope.. Half-edge collapsing Vertex splitting
Hierarchies
Mesh Traversal
Bounds Control Bounding Sphere Normal Cone Angle
View Frustum
Back-Face
Shading/Normals
Projection Area
Silhouettes
Memory Usage
Tests Run on 450 MHz Ultra Sparc-II 3D PCI graphics card
Runtime Tests