1 / 12

Simplification

Simplification. low LOD. 70000 triangles. Jarek Rossignac GVU Center Georgia Institute of Technology. Quantize vertices. Compress. Decompress. Binary format. Loss-less or lossy compression?. Loss-less compression Quantize parameters (coordinates) based on application needs

ccoogan
Télécharger la présentation

Simplification

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Simplification low LOD 70000 triangles Jarek Rossignac GVU Center Georgia Institute of Technology

  2. Quantize vertices Compress Decompress Binary format Loss-less or lossy compression? • Loss-less compression • Quantize parameters (coordinates) based on application needs • Finite precision measurements, design, computation • Limited needs for accuracy in some applications • Encode quantized location and exact incidence • Lossy compression • Encode approximations of the surface using a different representation • How to measure the error to ensure that tolerance is not exceeded? Lossy Loss-less

  3. Triangle count reduction techniques (LOD) • Quantize & cluster vertex data (Rossignac&Borrel’92) • remove degenerate triangles (that have coincident vertices) • Adapted by P. Lindstrom for out-of-core simplification • Repeatedly collapse best edge (Ronfard&Rossignac96) • while minimizing maximum error bound • Adapted by M. Garland for least square error

  4. Vertex clustering (Rossignac-Borrel) • Subdivide box around object into grid of cells • Coalesce vertices in each cell into one “attractor” • Remove degenerate triangles • More than one vertex in a cell • Not needed for dangling edge or vertex

  5. Rossignac&Borrel 93

  6. Rossignac&Borrel 93

  7. Improving on Vertex Clustering • Advantages • Trivial to implement • Fast • Works on any mesh or triangle soup • Guaranteed Hausdroff error to diagonal of cell • Reduces topology • Removes holes. Never creates one • Merges connected shells components. Never splits them. • Drawbacks • Produces sub-optimal results • Too much error for a given triangle count reduction • Prevents the merging of distant vertices on flat portions of the surface • Fix: limit vertex moves by the resulting error • Not a fixed grid

  8. Simplification through edge collapse

  9. How to decide which edges to collapse? • Minimize the error between original and resulting LOD • How to compute/estimate error • Peformance • Geometric proximity clustering of vertices (pessimistic) • Rossignac&Borrel: quantizing vertices identifies candidate edges • Error is bounded by the quantization error • Fast, easy, robust, but sub-optimal results • Collapse edges • Longer edges in almost planar regions • Estimate error as max distance to supporting planes (Ronfard&Rossignac) • Must keep list of all planes supporting triangles incident on contracted edges • Use sum of squares instead of max (Heckbert&Garland): faster, no bound • L2 norm, needs only add 4x4 matrices when clusters are merged

  10. N P Q P Q Distance and quadratic error • Point-plane distance • Point P=(x,y,z) • Plane containing point Qm and having unit normal Nm • Distance ||PQmNm|| • Can compute max (conservative, Ronfard&Rossignac) or sum (cheap, Heckbert&Garland) of (PQmNm)2 for the planes of all the triangles Tm incident upon vertices merged at P • Distance squared: (PQmNm)2 = amx2+bmy2+cmz2+dmxy+emyz+fmzx+gmx+hmy+imz+jm • Sum of distances squared: (PQmNm)2 + (PQnNn)2 = (am+an)x2 +(bm+bn)y2 +(cm+cn)z2 +(dm+dn)x +(em+en)y +(fm+fn)z +gm +gn • As vertices are merged recursively: • With max, you need to remember all the planes • With sum, you just add the coefficients

  11. Ronfard&Rossignac EG’96

  12. ET T Shape complexity • Optimal bit allocation in 3D compression • King&Rossignac, Computational Geometry, Theory & Applications’99 • Approximate ET by K/T • Assumes uniform error distribution (all edge collapses increase ET) • Assumes smooth shapes with no features smaller than tesselation • Use integral of curvature to estimate K • K estimate computed efficiently using sphere-fit for each edge • Formula derived for objects made of relatively large spherical caps • Yields crude estimate for doubly curved surfaces (saddle points...) K/T

More Related