A View-Dependent Metric for Patch-Based LOD Generation & Selection
Langue
en
Article de revue
Ce document a été publié dans
Proceedings of the ACM on Computer Graphics and Interactive Techniques. 2018-05-15, vol. 1, n° 1
ACM
Résumé en anglais
With hardware tessellation, highly detailed geometric models are decomposed into patches whose tessellation factor can be specified dynamically and independently at render time to control polygon resolution. Yet, to achieve ...Lire la suite >
With hardware tessellation, highly detailed geometric models are decomposed into patches whose tessellation factor can be specified dynamically and independently at render time to control polygon resolution. Yet, to achieve maximum efficiency, an appropriate factor needs to be selected for each patch according to its content (geometry and appearance) and the current viewpoint distance and orientation. We propose a novel patch-based error metric that addresses this problem. It summarizes both the geometrical error and the texture parametrization deviation of a simplified patch compared to the corresponding detailed surface. This metric is compact and can be efficiently evaluated on the GPU along any view direction. Furthermore, based on this metric, we devise an easy-to-implement refitting optimization that further reduces the simplification error of any decimation algorithm, and propose a new placement strategy and cost function for edge-collapses to reach the best quality/performances trade-off.< Réduire
Mots clés en anglais
Level-of-details
Hardware tessellation
Mesh simplification
Origine
Importé de halUnités de recherche