Level of Detail - PowerPoint PPT Presentation

1 / 13
About This Presentation
Title:

Level of Detail

Description:

Store edge, adjacent faces, and vertices of adjacent faces ... First create the view-independent progressive mesh. At run-time, create a forest of LOD info ... – PowerPoint PPT presentation

Number of Views:51
Avg rating:3.0/5.0
Slides: 14
Provided by: Eden9
Category:
Tags: create | detail | face | level

less

Transcript and Presenter's Notes

Title: Level of Detail


1
Level of Detail
  • CS184-Sp05 Section

2
Level of Detail
  • Basic Idea
  • Use simpler versions of an object as it makes
    less of a contribution
  • Generation
  • How to make different LODs
  • Selection
  • Chooses LOD based on some criteria
  • Switching
  • Change from one LOD to another

3
Switching
  • Popping problem
  • Discrete Geometry LODs
  • No blending. Bad popping.

4
Switching
  • Blend LODs
  • Render LOD1 opaquely first, then LOD2 w/
    increasing alpha val.
  • High overhead during transitions.

5
Switching
  • Alpha LODs
  • Only 1 LOD per object.
  • As metric for selection increases, transparency
    is increased.
  • No popping.
  • When object completely disappears, dont need to
    render it at all.
  • Only at this point is speedup attained.

6
Switching
  • CLODs (Continuous Levels of Detail)
  • Huge set of LODs
  • Each level has 1 edge collapse (2 fewer polygons)
  • Edge collapse vertex joined with another
  • Keep track of edge collapses to reverse (vertex
    split)
  • Can animate edge collapse for smooth transition
  • Problems
  • Not all models look good.
  • Have to go through all prior edge collapses to
    get to a particular LOD

7
Switching
  • Geomorph LODs
  • Interpolate between 2 LODs
  • Remember vertex connectivity between levels
  • E.g., animating the edge collapse in CLODs would
    be a geomorph

8
Progressive Mesh
  • CLOD as described earlier
  • Order to collapse edges is determined by some
    absolute cost metric
  • Always collapse in same order
  • Store edge, adjacent faces, and vertices of
    adjacent faces
  • When an edge collapses, the 2 endpoints disappear
    and a NEW vertex is placed somewhere (e.g. along
    the old edge).

9
View-Dependent Progressive Mesh
  • View-dependent progressive mesh
  • Order in which we want to collapse edges is based
    on view
  • Will collapse in different orders for different
    views
  • Cant just store in a list like w/ CLODs

10
Basic Alg.
  • First create the view-independent progressive
    mesh
  • At run-time, create a forest of LOD info
  • Start w/ the coarsest mesh
  • Try to split best vertex given view-dependent
    metric
  • If that split depends on splitting another vertex
    first, do that

11
Basic Alg.
1) Create PM Mn lt- Mn-1 lt- M0
2) Create forest
M0
v1
v2
v3
Say our v.d. metric says to split v1 first. Can
we do that? (Hint No)
12
Billboards
  • So far, weve been working with meshes
  • Billboards
  • Render an image onto a polygon facing the viewer
    OR have several cross-billboards
  • Used in video games
  • Useful for simulating special effects
  • Lens flares
  • Switching between different LOD textures will
    create creases
  • Fix problem by using mipmaps

13
LOD Selection
  • Back to meshes
  • Very application oriented
  • Range-Based
  • Projected-Area Based
Write a Comment
User Comments (0)
About PowerShow.com