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TOM: totally ordered mesh. A multiresolution data structure for time-critical graphics applications

机译:TOM:完全有序的网格。用于时间紧迫的图形应用程序的多分辨率数据结构

摘要

Tridimensional interactive applications are confronted to situations where very large databases have to be animated, transmitted and displayed in very short bounded times. As it is generally impossible to handle the complete graphics description while meeting timing constraint, techniques enabling the extraction and manipulation of a significant part of the geometric database have been the focus of many research works in the field of computer graphics. Multiresolution representations of 3D models provide access to 3D objects at arbitrary resolutions while minimizing appearance degradation. We describe the TOM (Totally Ordered Mesh), a multiresolution triangle mesh structure tailored to the support of time-critical adaptive rendering. The structure grants high speed access to the continuous levels of detail of a mesh and allows very fast traversal of the list of triangles at arbitrary resolution so that bottlenecks in the graphic pipeline are avoided. Moreover, and without specific compression, the memory footprint of the TOM is small (about 108% of the single resolution object in face-vertex form) so that large scenes can be handled effectively. The TOM structure also supports storage per vertex (or per corner of triangle) attributes such as colors, normals, texture coordinates or dynamic properties. Implementation details are presented along with the results of tests for memory needs, approximation quality, timing and efficacy.
机译:三维交互式应用程序面临着非常大型的数据库必须在非常短的时间内动画,传输和显示的情况。由于在满足时序约束的同时通常不可能处理完整的图形描述,因此使得能够提取和操纵几何数据库的重要部分的技术已成为计算机图形学领域许多研究工作的重点。 3D模型的多分辨率表示形式可提供对任意分辨率的3D对象的访问,同时最大程度地减少了外观退化。我们描述了TOM(总排序网格),这是一种多分辨率三角形网格结构,专为对时间要求严格的自适应渲染的支持而设计。该结构允许对网格的连续细节级别进行高速访问,并允许以任意分辨率非常快速地遍历三角形列表,从而避免了图形管线中的瓶颈。而且,在没有特定压缩的情况下,TOM的内存占用量很小(约占面部顶点形式的单个分辨率对象的108%),因​​此可以有效地处理大型场景。 TOM结构还支持按顶点(或按三角形的每个角)存储属性,例如颜色,法线,纹理坐标或动态属性。与内存需求,近似质量,时序和功效的测试结果一起,介绍了实现细节。

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