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Smooth view-dependent LOD control and its application to terrain rendering Hugues Hoppe Microsoft Research IEEE Visualization 1998
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Terrain model triangle mesh texture image
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Complex terrain model Grand Canyon data 4,097 x 2,049 vertices ~16.7 million triangles
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Rendering bottlenecks l Rasterization: n depth complexity (~1-2 is OK) n typically not a problem l Geometric processing (transform, …): n mesh complexity (should be ~20,000 triangles) n bottleneck! e.g. 20,000 << 17,000,000
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Locally adapt mesh complexity l Given viewpoint, find coarse mesh that satisfies a screen-space projected error e.g. maximum error is 3 pixels
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View-dependent LOD control actual view overhead view finer coarser
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Related LOD work n Regular subdivision –[Lindstrom-etal96] –[Duchaineau-etal97] … n Delaunay triangulations –[CohenOr-Levanoni96] –[Cignoni-etal97] … n Arbitrary triangulations –[Xia-Varshney96] –VDPM [Hoppe97] –[De Floriani-etal97] satisfies error tolerance with coarser meshsatisfies error tolerance with coarser mesh generalizes to arbitrary meshes in 3Dgeneralizes to arbitrary meshes in 3D
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Video Progressive meshes View-dependent refinement of progressive meshes [SIGGRAPH 97] [SIGGRAPH 96]
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View-dependent progressive mesh [Xia-Varshney96] vsplit v2v2v2v2 vspl 0 M0M0M0M0 vspl 1 vspl 2 vspl 3 vspl 4 vspl 5 v1v1v1v1 v3v3v3v3 M0M0M0M0 v 10 v 11 vspl 3 v1v1v1v1 v2v2v2v2 v4v4v4v4 v5v5v5v5 vspl 0 v8v8v8v8 v9v9v9v9 vspl 2 v3v3v3v3 v6v6v6v6 v7v7v7v7 vspl 1 v5v5v5v5 v 12 v 13 vspl 4 v 10 vspl 5 v 14 v 15 v6v6v6v6 PM: MnMnMnMn M0M0M0M0 [Hoppe97] [Hoppe96]
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Runtime algorithm selectively refined mesh v5v5v5v5 v 10 v 11 v4v4v4v4 v8v8v8v8 v9v9v9v9 v7v7v7v7 v 12 v 13 v1v1v1v1 v2v2v2v2 v3v3v3v3 M0M0M0M0 v6v6v6v6 v 14 v 15 v 12 v 13 v 12 v 10 v 11 v 10 v 11 v4v4v4v4 v4v4v4v4 v6v6v6v6 v 14 v 15 v6v6v6v6 v 14 v 15 v8v8v8v8 v9v9v9v9 v3v3v3v3 v7v7v7v7 v7v7v7v7 v8v8v8v8 v8v8v8v8 v9v9v9v9 v9v9v9v9 new mesh dependency
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Contributions l Runtime geomorphs l Compact data structures l Specialize for terrains: n accurate error during simplification n scalability
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Runtime geomorphs l Flythrough: temporal continuity (avoid “popping”) l When refining & coarsening, interpolate geometry over several frames
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Video geomorphs no geomorphs <> geomorphs
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Two cases l Forward motion: geomorph refinement, easy l Backward motion: geomorph coarsening, more difficult
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Forward viewer motion model viewed from above viewer motion path prev. view frustum new view frustum geomorph refinement instantaneous coarsening instantaneous refinement
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Geomorph refinement v7v7v7v7 v6v6v6v6 v5v5v5v5 v 10 v 11 v4v4v4v4 v8v8v8v8 v9v9v9v9 v 12 v 13 v1v1v1v1 v2v2v2v2 v3v3v3v3 M0M0M0M0 v 14 v 15 v7v7v7v7 v6v6v6v6 v5v5v5v5 v 14 v7v7v7v7
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Backward viewer motion viewer motion path prev. view frustum new view frustum geomorph coarsening instantaneous refinement instantaneous coarsening
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Geomorph coarsening n gradually interpolate vertex to parent’s position n when complete, modify mesh connectivity n no nesting of coarsening steps performed one layer at a time (see paper for details)
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Accurate approximation error l Measuring error solely at grid points is insufficient: edge collapse 2-2 2 0 0 0 0 2 2 0 0 0 elevation data surface can pop! measure surface-to-surface error (0) 1! 2! 0 0
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Computing exact error edge collapse grid line interior to an edge grid point interior to a face center vertex (no error) (pre-processing computation not time-critical) (pre-processing computation not time-critical)
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Scalability l Original mesh: 16.7 million triangles; easily larger. l Hierarchical approach: n decompose into blocks n yet, preserve spatial continuity
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Hierarchical simplification partitionpre-simplify simplify blocks & save ecol’s stitch into larger blocks simplify top-level ecol A ecol B ecol S apply bottom-up recursion preserve boundary vertices (off-line pre-processing)
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Hierarchical block-based repr. base mesh pre-simplified terrain vsplit S vsplit A vsplit B block refinements 2.8% 0.1% 0.04% 0.03% 0.0% maximum error block refinements LOD level spatial locality
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Video hierarchical construction grand canyon teapotdragon
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Results Original: 16.7 million triangles 12,000 triangles @ 30fps, avg. 1.7 pixel error 5,000 triangles @ 60fps, avg. 3.5 pixel error 5,000 triangles @ 60fps, avg. 3.5 pixel error (SGI Octane, 195MHz R10K, MXI)
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Summary l VDPM: irregular meshes n accuracy reduce geometry bottleneck n easy generalization to arbitrary surfaces l Temporal coherence: runtime geomorphs l Approximation error: surface-based l Scalability: block-based hierarchy
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Future work l Generalize to arbitrary meshes: n Use simplification metric from “Appearance-preserving simplification” [Cohen-etal98] n Region-based hierarchy l Non-static geometry l Stochastic geometric detail
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