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Progressive Mesh in DirectX

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Draw Mesh. Result. Rabbit. View-Dependent Refinement. Definitions. Refinement Criteria. Implementation ... A vertex or face is active if it exists. in the ... – PowerPoint PPT presentation

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Title: Progressive Mesh in DirectX


1
Progressive Mesh in DirectX
  • 2000160114 Seung ho Lee
  • 2000160207 Hyun taek Kwon

2
What is Progressive Mesh?
  • Level of Detail (LOD)
  • Progressive simplification or detail Mesh

3
Overview of Progressive Mesh
  • Edge collapse or Vertex Split
  • Selective Refinement

4
Edge collapse or Vertex Split
5
Selective Refinement
  • Use Vertex History

6
The Pipeline of DirectX Mesh
  • ID3DXMesh interface
  • ID3DXPMesh interface

7
ID3DXMesh interface
  • General Mesh interface
  • Buffers
  • Vertex Buffer
  • Index Buffer
  • Attribute Buffer
  • Functions
  • DrawSubset(DWORD n)

8
ID3DXPMesh
  • Progressive Mesh interface
  • Make from ID3DXMesh
  • Using Progressive Mesh interface

9
Implementation
  • Implement from ID3DXMesh
  • Using Vertex Buffer and Index Buffer
  • Class Gmesh
  • Vertex Node Tree, History

10
Rendering Pipeline
Read PM File
Make GMesh
Write in Mesh Buffer
Draw Mesh
11
Result
  • Rabbit

12
View-Dependent Refinement
  1. Definitions
  2. Refinement Criteria
  3. Implementation

13
1. Definitions (1)
  • Active vertex, Active face
  • A vertex or face is active if it exists
  • in the selectively refined mesh Ms.

14
1. Definitions (2)
  • Vertex hierarchy

15
1. Definitions (3)
  • Legal

16
2. Refinement Criteria
  • View frustum
  • Coarsen regions outsize the view frustum
  • Surface orientation
  • Coarsen regions oriented away from viewer
  • Screen-space geometric error
  • Makes the difference between approximate surface
    M and the original M small

17
2. Refinement Criteria (1)
- Bounding Sphere
18
2. Refinement Criteria (1)
  • Out of View frustum
  • Red lines show distance

19
2. Refinement Criteria (2)
- Cone of normals
Unnecessary to split if
20
2. Refinement Criteria (3)
  • Distance
  • The distance between the approximate surface M
    and the original M, when projected on the
    screen, is every where less than a screen-space
    tolerance r.

21
3. Implementation
  • ListNode ActiveVertexHead
  • double linked list of active vertex
  • ListNode RootVertexHead
  • Double linked list of root vertex

22
3. Implementation
Active Vertex
v1
v3
v4
v5
v6
v2
Qrefine()
Split
v1
v3
v4
v5
v6
v21
v22
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