Vertex classification for non-uniform geometry reduction
نویسنده
چکیده
Complex models created from isosurface extraction or CAD and highly accurate 3D models produced from high-resolution scanners are useful, for example, for medical simulation, Vir tual Reality and entertainment. Often models in general require some sort of manual editing before they can be incorporated in a walkthrough, simulation, computer game or movie. The visualization challenges of a 3D editing tool may be regarded as similar to that of those of other applications that include an element of visualization such as Virtual Reality. However the rendering interaction requirements of each of these applications varies according to their purpose. For rendering photo-realistic images in movies computer farms can render uninter rupted for weeks, a 3D editing tool requires fast access to a model’s fine data. In Virtual Reality rendering acceleration techniques such as level of detail can temporarily render parts of a scene with alternative lower complexity versions in order to meet a frame rate tolerable for the user. These alternative versions can be dynamic increments of complexity or static models that were uniformly simplified across the model by minimizing some cost function. Scanners typically have a fixed sampling rate for the entire model being scanned, and therefore may generate large amounts of data in areas not of much interest or that contribute little to the application at hand. It is therefore desirable to simplify such models non-uniformly. Features such as very high curvature areas or borders can be detected automatically and simplified differently to other areas without any interaction or visualization. However a prob lem arises when one wishes to manually select features of interest in the original model to preserve and create stand alone, non-uniformly reduced versions of large models, for example for medical simulation. To inspect and view such models the memory requirements of LoD rep resentations can be prohibitive and prevent storage of a model in main memory. Furthermore, although asynchronous rendering of a base simplified model ensures a frame rate tolerable to the user whilst detail is paged, no guarantees can be made that what the user is selecting is at the original resolution of the model or of an appropriate LoD owing to disk lag or the complexity of a particular view selected by the user. This thesis presents an interactive method in the con text of a 3D editing application for feature selection from any model that fits in main memory.
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تاریخ انتشار 2008