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Published byStewart Lester Modified over 9 years ago
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Efficient Implementation of Real-Time View-Dependent Multiresolution Meshing Renato Pajarola, Member, IEEE Computer Society Christopher DeCoro, Student Member, IEEE 2001
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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
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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
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Simplification algorithms Beyond paper’s scope.. Half-edge collapsing Vertex splitting
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Hierarchies
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Mesh Traversal
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Bounds Control Bounding Sphere Normal Cone Angle
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View Frustum
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Back-Face
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Shading/Normals
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Projection Area
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Silhouettes
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Memory Usage
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Tests Run on 450 MHz Ultra Sparc-II 3D PCI graphics card
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Runtime Tests
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