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DPL3/10/2016 CS 551/651: Simplification Continued David Luebke cs551dl@cs.virginia.eduhttp://www.cs.virginia.edu/~cs551dl
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DPL3/10/2016 Assignment 3 Issues Administrivia Administrivia –Interactive 3-D paper in copy cabinet –Viewer &.poly files on web page Triangulation algorithms Triangulation algorithms –Q: What is the difference between triangulating polygons and holes? –Q: What makes a “good” triangulation? –Don’t get too caught up in this
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DPL3/10/2016 Assignment 3 Issues Most people’s first taste of computational geometry Most people’s first taste of computational geometry –Data structure & algorithm issues Ex: winged-edge mesh representation Ex: winged-edge mesh representation Ex: line segment intersection problem Ex: line segment intersection problem –Numerical issues Ex: co-linear points Ex: co-linear points Ex: calculating polygon normal & area Ex: calculating polygon normal & area Q: What approaches might we take? Q: What approaches might we take?
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DPL3/10/2016 Assignment 3 Issues Take-home lesson: start soon Take-home lesson: start soon Questions? Questions?
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DPL3/10/2016 Recap Polygonal simplification or level of detail methods simplify the polygonal geometry of small or distant objects: Polygonal simplification or level of detail methods simplify the polygonal geometry of small or distant objects: Run time Preprocess
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DPL3/10/2016 Recap: Creating LODs Q: How might you create LODs of a polygonal object? Q: How might you create LODs of a polygonal object? –SubQ: How might we generate a version of the object with fewer polygons? –SubQ: What criteria might we try to preserve in the simplified object?
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DPL3/10/2016 Recap: LOD Mechanism SubQ: How might we generate a version of the object with fewer polygons? SubQ: How might we generate a version of the object with fewer polygons? –A: Four basic mechanisms: Sample-and-reconstruct Decimation Vertex-merging Adaptive subdivision Adaptive subdivision
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DPL3/10/2016 Creating LODs: Mechanism Adaptive subdivision Adaptive subdivision –Create a very simple base model that represents the model –Selectively subdivide faces of base model until fidelity criterion met (draw) –Q: Why might this be hard? –Q: Why might this not simplify model? –Big potential application: multiresolution modeling
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DPL3/10/2016 Creating LODs SubQ: What criteria might we try to preserve in the simplified object? SubQ: What criteria might we try to preserve in the simplified object? –A: Generally, its visual appearance –But this is hard to quantify Imperfectly understood visual system Imperfectly understood visual system Very computationally intensive Very computationally intensive –Often settle for geometric criteria like: Distance from old surface to new surface Distance from old surface to new surface Volume swept out by displaced surface Volume swept out by displaced surface
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DPL3/10/2016 Algorithm 1: Vertex Clustering Rossignac and Borrel, 1992 Rossignac and Borrel, 1992 Apply a uniform 3D grid to the object Apply a uniform 3D grid to the object Collapse all vertices in each grid cell to single most important vertex, defined by: Collapse all vertices in each grid cell to single most important vertex, defined by: –Curvature (1 / maximum edge angle) –Size of polygons (edge length) Filter out degenerate polygons Filter out degenerate polygons
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DPL3/10/2016 Vertex Clustering Resolution of grid determines degree of simplification Resolution of grid determines degree of simplification –Coarse grid lots of simplification –Fine grid little simplification Representing degenerate triangles Representing degenerate triangles –Edges use OpenGL line primitive –Points use OpenGL point primitive
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DPL3/10/2016 Vertex Clustering Low and Tan, 1997 Low and Tan, 1997 –Refinement of Rossignac-Borrel Use cos(max edge angle/2) for curvature Use cos(max edge angle/2) for curvature Floating-cell clustering Floating-cell clustering Thick lines and dynamic shading Thick lines and dynamic shading
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DPL3/10/2016 Vertex Clustering Pros Pros –Fast, very fast –Robust (topology-insensitive) Cons Cons –Difficult to specify simplification degree –Low fidelity (topology-insensitive) –Underlying grid creates sensitivity to model orientation in Rossignac-Borrel
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DPL3/10/2016 Vertex Clustering Rossignac-Borrel examples: Rossignac-Borrel examples: 10,108 polys1,383 polys474 polys46 polys Courtesy IBM
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DPL3/10/2016 Decimation The algorithm: multiple passes over al model vertices The algorithm: multiple passes over al model vertices –Consider each vertex for deletion Characterize local geometyr/topology Characterize local geometyr/topology Evaluate criteria & possibly delete vertex with surrounding triangles Evaluate criteria & possibly delete vertex with surrounding triangles If deleted, triangulate resulting hole If deleted, triangulate resulting hole
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DPL3/10/2016 Decimation Issues Characterizing vertices Characterizing vertices Decimation criteria Decimation criteria –Simple vertices: distance to plane –Boundary & edge vertices: distance to edge Triangulating holes: loop splitting Triangulating holes: loop splitting
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DPL3/10/2016 Outlook More algorithms More algorithms –Quadric error metrics –Simplification envelopes Next topic: hardware Next topic: hardware –Rendering pipeline –Graphics architectures
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