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View-Dependent Topology Simplification

机译:基于视图的拓扑简化

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We propose a technique for performing view-dependent simplifications for level-of-detail-based renderings of complex models. Our method is based on exploiting frame-to-frame coherence and is tolerant of various commonly found degeneracies in real-life polygonal models. The algorithm proceeds by preprocessing the input dataset into a binary tree of vertex collapses. This tree is used at run time to generate the triangles for display. Dependencies to avoid mesh foldovers in manifold regions of the input object are stored in the tree in an implicit fashion. This obviates the need for any extra storage for dependency pointers and suggests a potential for application to external memory prefetching algorithms. We also propose a distance metric that can be used to unify the geometry and genus simplifications with the view-dependent parameters such as viewpoint, view-frustum, and local illumination.
机译:我们提出了一种技术,用于为复杂模型的基于细节级别的渲染执行依赖于视图的简化。我们的方法基于利用帧到帧的一致性,并且可以容忍现实多边形模型中各种常见的简并性。该算法通过将输入数据集预处理为顶点折叠的二叉树来进行。该树在运行时用于生成要显示的三角形。避免将输入对象的流形区域中的网格折叠的相关性以隐式方式存储在树中。这消除了对依赖项指针的任何额外存储的需求,并暗示了将其应用于外部存储器预取算法的潜力。我们还提出了一种距离度量,该距离度量可用于与依赖于视点的参数(例如视点,视锥台和局部照明)统一几何形状和类简化。

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