gate-540 1 3d model simplification (gate-540) dr.Çağatay ÜndeĞer instructor middle east...

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1 GATE-540 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT Inc. e-mail : [email protected] Game Technologies Program – Middle East Technical University – Spring 2010 References: David P. Luebke, A Developer’s Survey of Polygonal Simplification Algorithms Mark Duchaineau et al. ROAMing Terrain: Real-Time Optimally Adapting Meshes

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Page 1: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

1GATE-540

3D Model Simplification(GATE-540)

Dr.Çağatay ÜNDEĞER

InstructorMiddle East Technical University, GameTechnologies

&

General ManagerSimBT Inc.

e-mail : [email protected]

Game Technologies Program – Middle East Technical University – Spring 2010

References: David P. Luebke, A Developer’s Survey of Polygonal Simplification Algorithms

Mark Duchaineau et al. ROAMing Terrain: Real-Time Optimally Adapting Meshes

Page 2: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

2GATE-540

Outline

• Introduction to Simplification• Simplification Algorithm Selection Criteria• Kinds of Simplification Algorithms• Brief Description of Simplification Algorithms

Page 3: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Polygonal Models

• Currently dominate interactive computer graphics because of – Their mathematical simplicity and– Their simple, regular rendering algorithms

that embed well in hardware.

Page 4: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Difficulties of Polygonal Models

• Complexity of polygonal models are measured by the number of polygons

• Complexity of required models seems to grow faster than the ability of our graphics hardware to render them interactively.

Page 5: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Polygonal Simplification

• Offers one solution for developers to deal with these complex models.

Page 6: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Polygonal Simplification

• Flight simulators have long used hand-crafted multi-resolution airplane models to guarantee a constant frame rate.

• In this course, we will deal with automated simplification of these models.

Page 7: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Determining Appropriate Algorithm

• Need to answer several questions:– Why do I need to simplify models?– What do my models seem like?– What is important to me the most?

Page 8: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Why do I Need to Simplify?• Trying to eliminate redundant geometry?

– e.g. Volumetric iso-surfaces generated by the marching cubes algorithm tile the model’s flat regions with many small, coplanar triangles?

– After subdivision of a model for finite-element analysis, a simplification algorithm is required to remove unnecessary geometry?

Page 9: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

9GATE-540

Why do I Need to Simplify?• Trying to reduce model size?

– Geometric compression? – Creating a downloadable models for a Web

site?– Minimizing storage requirements?

Page 10: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Why do I Need to Simplify?• Trying to improve runtime performance?

– Generating levels of detail (LODs) of the objects in a scene?

– Simplifying the polygonal scene being rendered,• By representing distant objects with a

lower LOD and nearby objects with a higher LOD?

Page 11: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

11GATE-540

What do My Models Seem Like?

• No algorithm today exists that simplifying all models sucessully.

• Organic forms with smooth curves.• Mechanical objects with sharp corners, flat

faces, and regular curves.• Precomputed colors, lighting or texture that

must be considered.

Page 12: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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What do My Models Seem Like?

• A few large, high-complexity, individual objects (e.g. terrain data, medical data).

• Multiple objects of moderate complexity.• Large assemblies of many small objects.

Page 13: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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What is Important to Me?• Preserve accuracy in the simplified models?

– Control the Hausdorff distance of the simplified vertices / surface to the original

– Bound the volumetric deviation of the simplified mesh from the original...

• Just want high visual fidelity? – Perception is more difficult to quantify than

geometry

• Preserve model’s topological genus?

Page 14: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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What is Important to Me?• If run-time performance is crucial,

– You may need an algorithm capable of drastic simplification.

• A drastic simplification may require:– View-depended simplification– Topology-reduction simplification

Page 15: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Kinds of Algorithms

• Many approaches, each with strengths and weaknesses.– Treatment of mesh topology– Simplification mechanism– Static, dynamic, view-depended

Page 16: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Treatment of Mesh Topology

• Provides an important distinction

• Topology: connected polygonal mesh structure

• Genus: number of holes in the mesh surface

Genus of zeroGenus of one

Genus of three

Page 17: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Treatment of Mesh Topology

• The mesh forms a 2D manifold – if the neighborhood of every feature consists of

a connected ring of polygons forming a single surface.

• In a triangulated manifold mesh:– Exactly two triangles share every edge, and– Every triangle shares an edge with exactly three

neighboring triangles.(accept borders)

Page 18: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Treatment of Mesh Topology

• Manifold meshes result in well-behaved models. • Any simplification algorithm can successfully

operate on any manifold object.

• Some algorithms (e.g. marching-cubes) guarantee manifold output.

• Some models have cracks, T-junctions, and nonmanifold points or edges.

Page 19: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Treatment of Mesh Topology

• A topology-preserving simplification algorithm: – Preserves manifold connectivity at every step.– Fidelity tends to be relatively good.– Can’t be simplified drastically.– Requires a mesh with manifold topology.

• A topology tolerant simplification algorithm:– Ignores regions in the mesh with nonmanifold

local topology,– Leaves those regions unsimplified.

Page 20: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Treatment of Mesh Topology

• A topology-modifying algorithm:– Don’t necessarily preserve manifold topology.– May close up holes in the model and aggregate

separate objects into assemblies– Permitting drastic simplification beyond the

scope of topology-preserving schemes.– Often provides poor visual fidelity.– Good at real-time visualization of complex

scenes.

Page 21: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Simplification Mechanism

• Four basic polygon removal mechanisms: – Sampling, – Adaptive subdivision,– Decimation, and – Vertex merging.

Page 22: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Sampling

• Sample the initial model’s geometry:– With points on the model’s surface or – With voxels superimposed on the model in

a 3D grid.• More elaborate and difficult to code

approaches.• Trouble achieving high fidelity.• Work best on smooth organic forms with no

sharp corners.

Page 23: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Adaptive Subdivision

• Finds a simple base mesh that can be recursively subdivided to closely approximate the initial model.

• Requires creating a base model that captures the original model’s important features, which can be tricky.

• Preserve the surface topology, which may limit their capacity for drastic simplification.

Page 24: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Decimation

• Iteratively remove vertices or faces from the mesh, re-triangulating the resulting hole after each step.

• Relatively simple to code and can be very fast.

• Use strictly local changes that tend to preserve the genus.

• This restricts drastic simplification.

Page 25: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Vertex Merge• Collapses two or more vertices of a triangulated

model into a single vertex, – Which in turn can be merged with other

vertices.

Page 26: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Vertex Merge• A simple and easy-to-code mechanism.• Range from simple, fast, and crude to complex,

slow, and accurate.

Page 27: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Static, Dynamic, and View-Dependent Simplification

• Traditional static approach:– Polygonal simplification creates several

discrete versions of each object in a preprocess, each at a different LOD.

– Decoupling simplification and rendering makes this the simplest model to code.

– Each LOD can be converted during preprocessing to triangle strips and compiled as a separate display list.

Page 28: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Static, Dynamic, and View-Dependent Simplification

• Dynamic approach:– Creates a data structure, which encodes a

continuous spectrum of detail.– Desired LOD can be extracted from this

structure at run-time.– Advantage: uses no more polygons than

necessary.

Page 29: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Static, Dynamic, and View-Dependent Simplification

• View-dependent simplification:– Extends dynamic simplification by using view-

dependent criteria– Selects the most appropriate LOD for the

current view.

Page 30: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Brief Description of Some Simplification Algorithms

• Triangle Mesh Decimation• Vertex Clustering• Multiresolution Analysis of Arbitrary Meshes• Voxel-Based Object Simplification• Simplification Envelopes• Appearance-Preserving Simplification• Quadric-Error Metrics• Image-Driven Simplification• Progressive Meshes• Real-Time Optimally Adapting Meshes (ROAM)

Page 31: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Triangle Mesh Decimation

• By Schroeder, Zarge, and Lorenson• Simplify general polygonal models.• Term decimation for iterative removal of

vertices.• Designed to operate on the output of the

marching cubes algorithm.• Coplanar regions divided into many more

polygons than necessary.

Page 32: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Triangle Mesh Decimation

• Multiple passes over all the vertices:– If the vertex can be removed without violating the

local topology, and – If resulting surface would lie within a user-

specified distance of the unsimplified geometry,– Deletes vertex and all its associated triangles.– Hole in the mesh is re-triangulated.

Page 33: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Triangle Mesh Decimation

• Vertices of simplified model are a subset of the original model’s vertices.

• Convenient for reusing normals and texture coordinates at the vertices.

• Limit the fidelity of the simplifications.• Quite fast and topology tolerant.

• Available as part of the Visualization Tool Kit at http://www.kitware.com/vtk.html

Page 34: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Vertex Clustering

• By Rossignac and Borrel• Topology insensitive, neither requiring nor

preserving valid topology.

Page 35: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Vertex Clustering

• Assigns an importance to each vertex.• More Important:

– Vertices attached to large faces and vertices of high curvature

• Less Important: – Vertices attached to small faces and

vertices of low curvature.

Page 36: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Vertex Clustering

• Overlays a 3D grid on the model • Collapses all vertices within each cell of the

grid to the single most important vertex in cell.

Page 37: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Vertex Clustering

• Grid’s resolution determines quality of simplification.

• During the clustering process, – Triangles whose corners are collapsed

together become degenerate and disappear.

Page 38: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Vertex Clustering

• A unique feature in rendering merged corners.

• Renders using the graphics hardware line and point primitives.– a triangle with two corners collapsed is a

line– a triangle with three corners collapsed is a

point

Page 39: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Vertex Clustering

• A different clustering approach called floating-cell clustering by Low and Tan.

• Ranks vertices by importance.• A cell of user-specified size is centered on

the most important vertex.• Collapses all vertices falling within the cell to

the representative vertex.• The most important remaining vertex

becomes the center of the next cell, • And the process repeats.

Page 40: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Vertex Clustering

• Extremely fast.• Run in O(n) time for n vertices.

• Since algorithm:– Don’t preserve topology, and – Don’t guarantee the amount of error

introduced by the simplified surface,

Often less pleasing visually than those of slower algorithms.

Page 41: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Multiresolution Analysis of Arbitrary Meshes (MRA)

• Adaptive subdivision algorithm by Eck et al.• Uses a compact wavelet representation to

guide a recursive subdivision process.• Fast enough to do at runtime• Guarantee that the simplified surface lies

within a userspecified distance of the original model.

Wavelet series is a squre-integrable function.

Page 42: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Multiresolution Analysis of Arbitrary Meshes (MRA)

• Provides a method for finding a simple base mesh – That exhibits subdivision connectivity, – So that recursive subdivision will recover

the original mesh.

Page 43: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Multiresolution Analysis of Arbitrary Meshes (MRA)

• Base mesh by growing Voronoi-like regions across the original surface’s triangles.

• When these regions can’t grow anymore, – Voronoi sites form a Delaunay-like

triangulation, and – The triangulation forms the base mesh.

Page 44: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Multiresolution Analysis of Arbitrary Meshes (MRA)

• Manifold topology is required in the input model.

• Strict topology-preserving approach.• Original object’s shape and genus limit the

potential for drastic simplification.

• Fidelity is quite high for smooth, organic forms.

• Has difficulty capturing sharp features.

Page 45: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Voxel-based Object Simplification

• By He et al.• Simplify topology in a gradual and controlled

manner using a signal processing approach.• Sample a volumetric representation of the

model• By Superimposing a 3D grid of voxels over

the polygonal geometry.

Page 46: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Voxel-based Object Simplification

• Aassigns each voxel a value of 1 or 0, – According to whether the sample point of

that voxel lies inside or outside the object.• Resamples the volume with a lower resolution

– To elliminate small, high-frequency features.

• Applies marching cubes. • Uses topology-preserving algorithm as a

postprocess to eliminate redundant geometry.

Page 47: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Voxel-based Object Simplification

• High-frequency details such as sharp edges and corners are lost.– Greatly restricts its usefulness on

mechanical CAD models.

• Isn’t topology tolerant, – Since deciding whether sample points lie

inside or outside the object requires closed-mesh objects.

Page 48: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Simplification Envelopes

• By Cohen et al.• Guarantee fidelity bounds

– While enforcing global and local topology.• Two offset surfaces, no more than some

distance ε from the original surface.

original

outher

inner

ε-ε

Page 49: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Simplification Envelopes

• Outher envelope– Displaces each vertex of the original mesh

along its normal by ε, • Inner envelope:

– Displaces each vertex by −ε. • Aren’t allowed to self-intersect.

– If so, algorithm decreases ε in the local neighborhood.

Page 50: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Simplification Envelopes

• Envelopes can guide the simplification process.

• Keeping simplified surface within envelopes

• Iteratively remove triangles or vertices, and• Retriangulate the resulting holes.

Page 51: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Simplification Envelopes

• Surface never deviates by more than ε from the original model.

• Resulting simplifications tend to have excellent fidelity.

• Strict preservation of topology • Not good for drastic simplification.• Requires an orientable manifold.

• implementation at http://www.cs.unc.edu/~geom/envelope.html.

Page 52: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Appearance-Preserving Simplification

• By Cohen, Olano, and Manocha• Takes the error-bounding approach of

simplification envelopes a step further.• Provides the best guarantees on fidelity of

any simplification algorithm.

Page 53: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Appearance-Preserving Simplification

• Fidelity is expressed in terms of maximum screenspace deviation.

• Rendered image deviate from the original’s appearance by no more than a user-specified number of pixels.

Page 54: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Appearance-Preserving Simplification

• Attributes affecting appearance:– Surface position:

the coordinates of the vertices.– Surface color:

the color field across the mesh.– Surface curvature:

Field of normal vectors across the mesh.

Page 55: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Appearance-Preserving Simplification

• The simplification process uses edge collapses.

• Edge collapses that cause surface color, normals, or position to shift by more than the maximum user-specified distance ε aren’t allowed.

Page 56: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Appearance-Preserving Simplification

Page 57: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Quadric Error Metrics

• A vertex-merging algorithm by Garland and Heckbert

• Perhaps has the best balance yet between speed, fidelity, and robustness.

Page 58: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Quadric Error Metrics

• Iteratively merging pairs of vertices ( which may not need be connected by an edge).

• Candidate vertex pairs include:– All vertex pairs connected by an edge, – Plus all vertex pairs separated by less than

a user-specified distance threshold t.

Page 59: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Quadric Error Metrics

• All candidate vertex pairs are sorted into a priority queue according to the quadric error metric calculated for merging them.

• Removes vertex pair with the lowest merge error from the top of the queue and merges it.

• Updates the errors of all vertex pairs involving the merged vertices and

• Repeats the process.

Page 60: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Quadric Error Metrics

• A simple way to guide the simplification process.

• Extremely fast. • Relatively minor storage costs.• Visual fidelity tends to be quite high.• Doesn’t require manifold topology.• Lets holes close and objects merge.

• QSlim, available at http://graphics.cs.uiuc.edu/~garland/software/qslim.html

Page 61: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Image-Driven Simplification

• By Lindstrom and Turk• First to address simplification directly in terms

of how the simplified model will look when rendered.

• Occurs through a sequence of edge collapse operations using a priority queue.

• Uses a purely image-based metric.

Page 62: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Image-Driven Simplification

• Determines the cost of an edge collapse operation by;– Performing the collapse and – Rendering the model from multiple

viewpoints.– Comparing rendered images to images of

the original model and – Sums up the mean-square error in

luminance across all pixels of all images.

Page 63: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Image-Driven Simplification

• Lindstrom and Turk used 20 viewpoints in their implementation.

• Rendering the entire model for every edge and from many viewpoints is clearly an expensive step.

• Optimization:– Edge collapse affects only a small region

of the screen.– Only a small portion of the triangles need

be rendered per image.

Page 64: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Progressive Meshes

• Represents polygonal models as a sequence of edge collapses.

• First dynamic simplification algorithm for general polygonal manifolds.

• Later extended them to support view-dependent simplification.

Page 65: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Progressive Meshes

• Consists of a simple base mesh created by:– A sequence of edge collapse operations – A series of vertex split operations.

• A vertex split is the dual of an edge collapse.

Page 66: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Progressive Meshes

• Each vertex split:– Replaces a vertex by two edge-connected

vertices, – Creating one additional vertex and two

additional triangles.

• Correspond to the dual of edge-collapse operations used to create the base mesh.

• This will recapture the original model exactly.• Fast enough to perform in real-time.

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Progressive Meshes• Models mesh complexity and fidelity as an

energy function to be minimized.• Sorts edges into a priority queue.• Energy function is minimized in a greedy

fashion by performing edge collapse operations at the head of the queue.

• Sequence of edge collapse operations performed becomes the hierarchy of vertex split operations.

Page 68: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Progressive Meshes• 3 view-dependent simplification criteria:

– A view frustum test– A backfacing test– A screenspace error threshold

Page 69: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Progressive Meshes• Manifold topology is required.• Prevents holes from closing and objects from

aggregating.

• Hoppe’s energy-minimization approach – Produces high-fidelity simplifications – But is relatively slow.

• Instead, any algorithm based on edge collapses can be used to generate a progressive mesh.

Page 70: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Real-Time Optimaly Adapting Meshes (ROAM)

• By Mark Duchaineau et al.

• A view-dependent simplification algorithm.

• Dynamic terrain and simple vertex morphing.

Page 71: GATE-540 1 3D Model Simplification (GATE-540) Dr.Çağatay ÜNDEĞER Instructor Middle East Technical University, GameTechnologies & General Manager SimBT

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Real-Time Optimaly Adapting Meshes (ROAM)

• Uses:– A bintree.– 2 priority queues to drive triangle split and

merge.

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Real-Time Optimaly Adapting Meshes (ROAM)

• Originally developed for flight simulators.• Provides high quality triangulations at high

frame rates.