Title: Irregular to Completely Regular Meshing in Computer Graphics
1Irregular to Completely RegularMeshingin
Computer Graphics
- Hugues Hoppe
- Microsoft Research
- International Meshing Roundtable2002/09/17
2Complex meshes in graphics (1994)
70,000 faces
3Complex meshes in graphics (1997)
860,000 faces
4Complex meshes in graphics (2000)
2,000,000,000faces
Challenges - rendering - storage -
transmission - scalability
Digital Michelangelo Project
5Multiresolution geometry
Semi-regular
Irregular
Completely regular
6Multiresolution geometry
- Irregular meshes
- Progressive meshes 1996
- View-dependent refinement 1997
- Texture-mapping PM 2001
- Semi-regular meshes
- Multiresolution analysis 1995
- Completely regular meshes
- Geometry images 2002
7Goals in real-time rendering
- 1 Rendering speed
- 60-85 frames/second
- 2 Rendering quality
- geometric visual accuracy
- temporal continuity
- Not a Goal
- Mesh quality
8Not a goal mesh quality
13,000 faces
? 1,000 faces
9Irregular meshes
Vertex 1 x1 y1 z1 Vertex 2 x2 y2 z2
Face 2 1 3 Face 4 2 3
Rendering cost vertex processing
rasterization
vertices
constant
yuck
10Texture mapping
Vertex 1 x1 y1 z1 Vertex 2 x2 y2 z2
s1 t1 s2 t2
Face 2 1 3 Face 4 2 3
Visual accuracy using coarse mesh
t
normal map
s
11Goals in real-time rendering
- 1 Rendering speed
- Minimize vertices ? best accuracy using
irregular meshes - 2 Rendering quality
- Use texture mapping ? parametrization
12Simplification Edge collapse
ecol
13Invertible vertex split transformation
14Progressive mesh
15Applications
- Continuous LOD
- Geomorphs
- Progressive transmission
demo
demo
demo
16Progressive Mesh Summary
PM
V
F
lossless
M0
vspl
- continuous-resolution
- smooth LOD
- progressive
- space-efficient
17View-dependent refinement of PMs
actual view
overhead view
18Parent-child vertex relations
19Vertex hierarchy
vspl0
M0
vspl1
vspl2
vspl3
vspl4
vspl5
PM
v2
v1
v3
M0
20Selective refinement
21Runtime algorithm
v1
v2
v3
M0
v5
v10
v11
v4
v8
v9
v7
v12
v13
v6
v12
v14
v15
- Algorithm
- incremental
- efficient
- amortizable
22DEMO View-dependent LOD
demo
23Complex terrain model
Puget Sound data 16K x 16K vertices 537 million
triangles
10m spacing, 0.1m resolution
4m demo
simpler 10m demo
24Selective Refinement Summary
PM
- continuous-resolution
- smooth LOD
- space-efficient
- progressive
M0
vspl
- view-dependentrefinement
- real-time algorithm
M0
v1
v2
M
v3
v4
v5
v6
v7
v8
25Texture mapping progressive meshes
Sander et al 2001
- Construct texture atlas valid for all M0Mn.
e.g. 1000 faces
demo
pre-shaded demo
26Multiresolution geometry
- Irregular meshes
- Progressive meshes 1996
- View-dependent refinement 1997
- Texture-mapping PM 2001
- Semi-regular meshes
- Multiresolution analysis 1995
- Completely regular meshes
- Geometry images 2002
27Semi-regular representations
Eck et al 1995 Lee et al 1998 Khodakovsky
2000 Guskov et al 2000 Lee et al 2000
semi-regular
irregular base mesh
28Challenge finding domain
Eck et al 1995 Lee et al 1998 Khodakovsky
2000 Guskov et al 2000 Lee et al 2000
original surface
base domain
29Techniques
- Delaunay partition parametrization
Eck et al. 1995
Lee et al. 1998
Lee et al. 2000
Guskov et al. 2000
30Semi-regular Applications
- View-dependent refinement
- Texture-mapping
- Multiresolution editing
- Compression
Lounsbery et al. 1994
Certain et al. 1995
Zorin et al. 1997
Khodakovsky et al. 1999
31Multiresolution geometry
- Irregular meshes
- Progressive meshes 1996
- View-dependent refinement 1997
- Texture-mapping PM 2001
- Semi-regular meshes
- Multiresolution analysis 1995
- Completely regular meshes
- Geometry images 2002
32Mesh rendering complicated process
Vertex 1 x1 y1 z1 Vertex 2 x2 y2 z2
s1 t1 s2 t2
Face 2 1 3 Face 4 2 3
random access!
random access!
33Current architecture
geometry
random
framebufferZ-buffer
GPU
random
texture
compression
random
compression
2D image compression
40M ?/sec
34New architecture
framebufferZ-buffer
geometry textureimage
GPU
sequential
random
great compression
compression
- Minimize vertices bandwidth, through
compression. - Maximize sequential (non-random) access
35Geometry Image
Gu et al 2002
3D geometry
completely regular sampling
geometry image257 x 257 12 bits/channel
36Basic idea
cut
parametrize
demo
37Basic idea
cut
sample
38Basic idea
cut
store
render
r,g,b x,y,z
39Rendering
(65x65 geometry image)
demo
40Rendering with attributes
geometry image 2572 x 12b/ch
normal-map image 5122 x 8b/ch
rendering
41Normal-Mapped Demo
geometry image129x129 12b/ch
normal map512x512 8b/ch
demo
pre-shaded demo
42Advantages for hardware rendering
- Regular sampling ? no vertex indices.
- Unified parametrization ? no texture
coordinates. - ? Raster-scan traversal of source data
- ? Run-time decompression?
43Compression
Image wavelet-coder
? 1.5 KB
295 KB
fused cut
topological sideband (12 B)
44Compression results
295 KB ?
1.5 KB
3 KB
12 KB
49 KB
45Semi-regular
Irregular
Completely regular
46(No Transcript)
47Texture Mapping Demo
2,000 faces
demo
48Displaced subdivision surfaces
Lee et al 2000
control mesh
displaced surface
surface
movie
movie
scalar displacements
49Mip-mapping
257x257
129x129
65x65
50Some artifacts
aliasing
anisotropic sampling