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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:为了视觉感知3D模型,阴影扮演一个主要角色之一。细节级模型的阴影质量通常是有限的,因为现有的LOD算法假设概念性光滑的表面。然而,复杂的网格可能具有概念性地平滑和角度的部分。我们引入了渐进式网格LOD方法的扩展,从而有效地处理具有大量着色不连续性的三角网格。为此,算法区分网眼顶点的三个主要着色情况:完全连续遮阳,完全不连续遮荫,混合连续/不连续遮阳。值得注意的是,该算法不会为完全光滑的表面引入任何开销。作为一个应用领域,我们简要概述了其对3D城市模型的Lod表示的应用。

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