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Efficient handling of shading discontinuities for progressive meshes

机译:有效处理渐进网格的阴影不连续性

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For visual perception of 3D models, shading plays one of the major roles. The shading quality of level-of-detail models is limited generally because existing LOD algorithms assume a conceptually smooth surface. A complex mesh, however, is likely to have conceptually smooth and angular parts. We introduce an extension to the progressive mesh LOD approach that efficiently handles triangle meshes with large numbers of shading discontinuities. For this, the algorithm distinguishes three principal shading situations for mesh vertices: completely continuous shading, completely discontinuous shading, and mixed continuous/discontinuous shading. Remarkably, the algorithm does not introduce any overhead for completely smooth surfaces. As one field of application, we briefly outline its application for LOD representations of 3D city models.
机译:对于3D模型的视觉感知,阴影起着主要作用之一。细节级别模型的阴影质量通常受到限制,因为现有的LOD算法采用概念上光滑的表面。但是,复杂的网格可能在概念上具有平滑的和有角的部分。我们引入了渐进式网格LOD方法的扩展,该方法可有效处理具有大量阴影不连续性的三角形网格。为此,算法区分了网格顶点的三种主要着色情况:完全连续着色,完全不连续着色和混合连续/不连续着色。值得注意的是,该算法不会为完全光滑的表面带来任何开销。作为应用领域之一,我们简要概述了其在3D城市模型的LOD表示中的应用。

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