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Succinct strip encoding of triangle meshes.

机译:三角网格的简洁条带编码。

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摘要

A fundamental algorithmic problem in computer graphics is that of computing a succinct encoding of a triangulation of a polygonal surface model in order to be able to transmit and render it efficiently. The goal is to take a given polygonal surface model, whose facets are given by (possibly multiply-connected) polygons, triangulate its facets, and then decompose the triangulation into a small number of “tristrips,” each of which has its connectivity stored implicitly in the ordering of the data points. We develop methods that are effective in solving the stripification problem, both in theory (provably good encodings) and in practice. Our methods are based on carefully constructed search trees in the dual graph, followed by algorithms to decompose dual trees into tristrips. One decomposition algorithm is provably optimal (based on dynamic programming), allowing us a sound basis of comparison among our other (heuristic) algorithms. We demonstrate the speed and effectiveness of our algorithms through a battery of experiments. In comparison with the recently released STRIPE system for stripification, we find that our stripifier, FTSG, produces comparable or better quality encodings, while requiring significantly less computing time on a large variety of datasets. Further, FTSG is carefully engineered and implemented to be robust, even in the face of highly degenerate and corrupted real-world data. In addition to fast and effective practical algorithms, we also develop optimization algorithms to extract a minimum number of tristrips from a given mesh, using both integer programming and branch-and-bound methods. We are able to find optimal solutions for models containing several tens of triangles in a few minutes. We also incorporate our optimization algorithms into FTSG to provide the user the option of spending more CPU time to obtain fewer tristrips. Furthermore, we study the effect of allowing a small on-board vertex cache on computing a succinct encoding of a triangulation. Methods of maximizing cache utility are developed in an attempt to minimize the encoding cost.
机译:计算机图形学中的一个基本算法问题是计算多边形表面模型的三角剖分的简洁编码,以便能够有效地传输和渲染它。目标是采用给定的多边形表面模型,其面由(可能是多重连接的)多边形给出,对其三角面进行三角剖分,然后将三角剖分分解为少量的“ tristrips”,每个三角网都隐式存储了其连通性在数据点的顺序中。我们开发了在理论上(证明是好的编码)和实践上有效解决剥离问题的方法。我们的方法基于在对偶图中精心构造的搜索树,然后是将对偶树分解为三条纹的算法。经证明,一种分解算法是最佳的(基于动态编程),这为我们与其他(启发式)算法进行比较提供了可靠的基础。我们通过一系列实验证明了我们算法的速度和有效性。与最近发布的用于剥离的 STRIPE 系统相比,我们发现我们的剥离器 FTSG 可以产生可比或更高质量的编码,同时在各种品种上所需的计算时间明显更少数据集。此外,即使面对高度退化和损坏的现实世界数据, FTSG 也经过精心设计和实施,具有强大的功能。除了快速有效的实用算法外,我们还开发了优化算法,以使用整数编程和分支定界方法从给定网格中提取最少数量的三条纹。我们能够在几分钟内为包含数十个三角形的模型找到最佳解决方案。我们还将优化算法整合到 FTSG 中,为用户提供了花费更多的CPU时间来获得更少的Tristrip的选项。此外,我们研究了允许使用小的板载顶点缓存对计算三角剖分的简洁编码的影响。为了最大限度地减少编码成本,开发了最大化缓存实用程序的方法。

著录项

  • 作者

    Xiang, Xinyu.;

  • 作者单位

    State University of New York at Stony Brook.;

  • 授予单位 State University of New York at Stony Brook.;
  • 学科 Mathematics.; Computer Science.; Operations Research.
  • 学位 Ph.D.
  • 年度 2001
  • 页码 75 p.
  • 总页数 75
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 数学;自动化技术、计算机技术;运筹学;
  • 关键词

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