Title: Polygon Meshes and other modeling tools
1Polygon Meshes and other modeling tools
- Object representation
- Polygon meshes
- Normals
- Scene graphs
- Level of detail
- Space partitioning
2How can we represent objects/scenes
- Polygon meshes
- Scene graphs
- Parametric representations
- Equations
- Bunch o points
3Why?
- Rendering
- Manipulate
- User
- System
4Point Clouds
- Unstructured set of 3D point samples
- Why
- What for?
5Polygon/Triangle Soup
- Unstructured set up polygons/triangles
- Just a list of vertices for each polygon/triangle
- Why?
- What for?
class Triangle public
Triangle() m_material NULL
CGrPoint3F m_vertices3
CGrPoint3F m_normals3
CGrPoint2F m_tvertices3 const
void m_material
6What is tessellation?
- Representing a surface with flat approximating
polygons - A sampled representation
- Geometric Aliasing
- Error in the representation due to the sampling
with polygons
7Polygon/Triangle mesh
- Common method for describing geometry
- Set of vertices
- Coordinates
- Normal
- Texture coordinates
- Etc.
- Set of surfaces
- Pointers to vertices
- Material properties
Common Triangle mesh
8class CTriangleMesh public
CTriangleMesh(void) CTriangleMesh(void)
// This structure defines a triangle struct
Triangle int m3
const CMaterial material int
VertexCnt() const return (int)m_vertices.size()
int TriangleCnt() const return
(int)m_triangles.size() const
stdvectorltCGrPoint3Fgt Vertices() const return
m_vertices const stdvectorltCGrPoint3Fgt
Normals() const return m_normals const
stdvectorltCGrPoint2Fgt TVertices() const
return m_tvertices const
stdvectorltTrianglegt Triangles() const return
m_triangles const CMaterials Materials()
const return m_materials private
CMaterials m_materials //
The materials collection // The vertices,
normals, and texture vertices. // These three
all correspond with each other.
stdvectorltCGrPoint3Fgt m_vertices
stdvectorltCGrPoint3Fgt m_normals
stdvectorltCGrPoint2Fgt m_tvertices
stdvectorltTrianglegt m_triangles
9Polygon Mesh
- Retains shared-vertex relationships
c
a
Vertex a,b,c,d Polygon P1(a, b, c) Polygon
P2(c, b, d)
d
b
b,c shared by two polygons
10Computing a surface normal
- Assume the following polygon
p3
p4
N
p2
p1
11The Method of Projected Areas
- Assume this 2D example line
p1
dy
p2
dx
Projection of length to one axis
12Method of Projected Areas
- The projection of the area onto the x/y plane is
the z part of the normal
13Where does this come from?
y
x
Why would we want to use this?
14Vertex normals
- Add normals for surfaces incident on vertex
15The Winged-Edge Data Structure
- Maintains
- List of vertices
- List of edges
- List of faces
16Winged-Edge Data Structure
Vertex table
Face table
17Edge Table
a
e
D
c
1
2
B
b
d
18Voxels
- Grid of volumetric samples
- CAT, MRI, etc.
19Scene Graphs
Composite
Separator
Separator
Separator
Translate
Translate
Translate
BarbellBar
Color
Color
BarbellEnds
Composite
Composite
Polygon
Polygon
Polygon
Polygon
20Scene Graphs
21Collapsing a Scene Graph
- Its often possible to apply transformations in a
scene graph once to the underlying vertices,
collapsing some nodes. Example
Translation
Polygon
Collapse to
Rotation
Polygon
22Cloning
- If part of a scene graph has two edges to it, it
will be necessary to clone before collapsing
Translation
Translation
Translation
Rotation
Rotation
Rotation
Polygon
Polygon
Polygon
23Integration of mesheswith scene graphs
Composite
Separator
Separator
Separator
Translate
Translate
Translate
BarbellBar
Color
Color
BarbellEnds
Composite
Polygon Mesh
Other possibilities?
Polygon
Polygon
24Bounding Boxes
- Bounding boxes describe the X,Y,Z extents
(minimum and maximum values). - If we know everything below a certain point in
the scene graph is in a box, we can avoid
traversal if the box is not on-screen
25class CBBoxF public class CBBoxF()
class CBBoxF(const CGrPoint3F p)
m_min(p), m_max(p) void Set(const
CGrPoint3F p) m_min p m_max p
void Set(const CBBoxF b) m_min b.m_min
m_maxb.m_max void Include(const
CGrPoint3F p) void Include(const CBBoxF
b) Include(b.m_min) Include(b.m_max)
const CGrPoint3F Max() const return m_max
const CGrPoint3F Min() const return
m_min const float MinForD(int d) const
return m_mind double Extent(int d)
const return m_maxd - m_mind
private CGrPoint3F m_min
CGrPoint3F m_max
26Levels of Detail (lod)
- Alternative scene graphs with different
resolutions - Varying tessellation
- Which we use depends on how far away the camera
is. - Significant performance enhancement
27BSP Trees
- Binary Space Partitioning
- Divides space into half-spaces
- We can then use this method to
- limit how much scene graph we examine
- examine the scene graph in certain orders
28k-d Trees
- k is dimensions
- Node
- Info
- x, y
- lt-link
- ge-link
29Levels
- Level 0 Index X
- Level 1 Index Y
- Level 2 Index X
- level 0 if root, level(parent)1 otherwise
- For each level, index level mod k
- 3D Index X, Index Y, Index Z, Index X, etc
30Example
Banja Luca (19, 45)
X
- Banja Luca (19, 45)
- Derventa (40, 50)
- Teslic (38, 38)
- Tuzla (54, 40)
- Sinj (4, 4)
Derventa (40, 50)
Sinj (4, 4)
Y
Teslic (38, 38)
X
Tuzla (54, 40)
Y
Insert East Broko (21, 57) Search for
exact? Search for nearest? Range searches?
31k-d Trees
- Search for exact
- Okay, but may be o(k)
- Search for nearest
- In a moment
- Range search?
32Range Search
- Consider each tree level to be region
- Recursively search all regions that overlap
search range
33Example Regions
Banja Luca (19, 45)
(-,) (-,)
(-,19) (-,)
Derventa (40, 50)
Sinj (4, 4)
19,) (-,)
19,) 50,)
East Broko (21, 57)
Teslic (38, 38)
19,) (-,50)
Tuzla (54, 40)
38,) (-,50)
Range (10,20) (20, 45)
34k-d Trees
- Fast and easy
- Tend to be rather tall (unbalanced)
- How could we extend to disk structure?
- What if k1?
35Quadtrees
- 2-d only
- Split data 4 ways
- Node
- info
- x,y
- nw,sw,ne,se
36Example
Banja Luca (19, 45)
- Banja Luca (19, 45)
- Derventa (40, 50)
- Teslic (38, 38)
- Tuzla (54, 40)
- Sinj (4, 4)
ne
se
nw
Derventa (40, 50)
Sinj (4, 4)
Teslic (38, 38)
se
Tuzla (54, 40)
Insert East Broko (21, 57) Search for
exact? Search for nearest? Range searches?
37Octtrees
- 3-d
- Split data 8 ways
- Node
- info
- x,y,z
- up nw,sw,ne,se, down nw,sw,ne,se