Abstract

Level of detail (LoD) method is a key technique for real-time rendering. The generation algorithms of LoD models may be divided into two categories: static or view-independent algorithms and dynamic or view-dependent algorithms, each has its own advantages and drawbacks. This paper presents a new realtime rendering algorithm incorporating both of the two kinds. We simplify polygonal models viewindependently according to a user-specified approximation error first. Then the simplified models are used in a view-dependent real-time rendering algorithm. The paper presents a new view-dependent realtime mesh simplification algorithm. The algorithm can produce simplified models in real time while controlling the rendering pixel error. Examples illustrate efficiency of the algorithm.

Highlights

  • Many computer graphics applications such as virtual reality, scientific visualization and computer aided design, require complex, highly detailed models to maintain a convincing level of realism

  • Real-time simplification algorithm simplifies the model in real time according to the viewpoint, the line of sight and the resolution of the screen window

  • Compared with the existing view-independent mesh simplification algorithms, the algorithm presented in this paper has its own features, it is based on floating-cell vertex clustering and simplifies the model in real time according to the viewpoint, the line of sight and the resolution of screen window

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Summary

Introduction

Many computer graphics applications such as virtual reality, scientific visualization and computer aided design, require complex, highly detailed models to maintain a convincing level of realism. LoD algorithms select appropriate level of detail model (containing different number of polygons) to render according to the distance between the viewpoint and the model in a scene [2]. View-dependent simplification algorithms generate simplified models dynamically according to the viewpoint. View-dependent simplification algorithms create simplified models dynamically according to the viewpoint. It can guarantee smooth transition between different LoD, but existing algorithms have to construct a simplification structure for the whole scene and the structure contains a great amount of positive and retrorse information about the simplification operation. The simplified models are used in a view-dependent real-time rendering algorithm. The algorithm is based on floating-cell vertex clustering, takes the viewpoint, the line of sight and the resolution of screen window into account It is enhanced with viewing frustum culling and back-face culling.

Static View-independent Pre-simplification
Dynamic View-dependent Real-time Simplification
PRE-COMPUTATION OF WEIGHT VALUES OF VERTICES
REAL-TIME SIMPLIFICATION
Algorithm framework
Viewing frustum culling and back-face culling
VERTEX CLUSTERING
GENERATING THE SIMPLIFIED MODEL
Implementation and experiment results
Findings
Conclusions and future work
Full Text
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