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Uniform remeshing with an adaptive domain: a new scheme for view-dependent level-of-detail rendering of meshes

机译:具有自适应域的均匀重新网格化:一种新的基于视图的网格细节渲染方案

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We present a new algorithm for view-dependent level-of-detail rendering of meshes. Not only can it effectively resolve complex geometry features similar to edge collapse-based schemes, but it also produces meshes that modern graphics hardware can render efficiently. This is accomplished through a novel hybrid approach: for each frame, we view-dependently refine the progressive mesh (PM) representation of the original mesh and use the output as the base domain of uniform regular refinements. The algorithm exploits frame-to-frame coherence and only updates portions of the output mesh corresponding to modified domain triangles. The PM representation is built using a custom volume preservation-based error function. A simple k-d tree enhanced jump-and-walk scheme is used to quickly map from the dynamic base domain to the original mesh during regular refinements. In practice, the PM refinement provides a view-optimized base domain for later regular refinements. The regular refinements ensure almost-everywhere regularity of output meshes, allowing optimization for vertex cache coherence and caching of geometry data in high-performance graphics memory. Combined, they also have the effect of allowing our algorithm to operate on uniform clusters of triangles instead of individual ones, reducing CPU workload.
机译:我们提出了一种新的视图依赖的网格细节渲染算法。它不仅可以有效地解决类似于基于边缘折叠的方案的复杂几何特征,而且还可以生成现代图形硬件可以有效渲染的网格。这是通过一种新颖的混合方法来实现的:对于每个帧,我们依赖于视图来细化原始网格的渐进网格(PM)表示,并将输出用作统一常规细化的基础域。该算法利用帧到帧的一致性,并且仅更新输出网格的与修改的域三角形相对应的部分。 PM表示是使用基于自定义卷保留的错误函数构建的。一个简单的k-d树增强的跳跃和行走方案可用于在常规细化过程中从动态基域快速映射到原始网格。实际上,PM细化为以后的常规细化提供了视图优化的基础域。常规的改进确保了输出网格的几乎所有位置的规则性,从而可以优化顶点缓存的一致性,并在高性能图形内存中缓存几何数据。结合起来,它们还具有使我们的算法可以在三角形的均匀群集上而不是单个三角形上运行的效果,从而减少了CPU工作量。

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