Dynamic Meshing Using Adaptively Sampled Distance Fields

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Presentation transcript:

Dynamic Meshing Using Adaptively Sampled Distance Fields Jackson Pope, Sarah F. Frisken and Ronald N. Perry MERL – Mitsubishi Electric Research Laboratory

Level of Detail Meshing Models often feature more detail than required laser range scanners generate over-triangulated meshes distant objects can be less detailed with no loss of visual quality real-time applications have restricted frame time available for rendering objects Render objects differently according to viewing parameters  Level of detail meshing: pre-generate one or more static meshes adaptively refine and decimate a dynamic mesh

Static Level of Detail Meshes Use different models according to visual importance simple, usually distance based visual artifacts when switching models restrictive Five static LOD models of the same object with 202264, 45544, 3672, 232 and 28 triangles respectively

Dynamic Level of Detail Meshes Single mesh created, elements added and removed according to viewing parameters optimal mesh for every frame requires per frame calculation Examples: View Dependent Progressive Mesh (Hoppe 97), Hierarchical Dynamic Simplification (Luebke and Erikson 97) fast, but limited by input geometry hard to integrate with other requirements, e.g. collision detection

Adaptively Sampled Distance Fields Distance fields represent the distance to the object surface can be signed to denote inside/outside can be minimal distance gradient of the field corresponds to surface normal (at the surface) or direction to the surface Adaptively Sampled Distance Fields (ADFs) sample the distance in a spatial domain hierarchical, to enable adaptive, detail-directed sampling the dynamic meshing implementation is octree based

Adaptively Sampled Distance Fields Distance values stored in octree cell corners three types of cells: inside, outside and surface all distance values for inside cells are inside all distance values for outside cells are outside surface cells contain both inside and outside values An object and its 2D ADF showing adaptive cell subdivision

Triangulating ADFs Generate a mesh vertex in each surface cell different to edge based techniques (e.g. Marching Cubes) Connect vertices to those in neighbouring cells to form triangles Mesh vertices are relaxed onto the surface by following the distance field to the surface Algorithm details available in: Frisken and Perry, “Kizamu: A System for Sculpting Digital Characters”, SIGGRAPH 2001

Dynamic Meshing Using ADFs Initial Mesh Viewing Parameters Dynamic Mesh Mesh Modifications

Initial Mesh Creation Data Preparation in surface cells store a normal cone in each surface cell to enable fast back-face culling and silhouette detection normal cone in a cell encompasses those of its children create a neighbour look up table position a mesh vertex on the surface in each cell

Initial Mesh Creation View-independent mesh creation Assign triangle count to cell Calculate child weights Distribute triangle count between children 300

Initial Mesh Creation View-independent mesh creation Assign triangle count to cell Calculate child weights Distribute triangle count between children 300 3 2 1

Initial Mesh Creation View-independent mesh creation Assign triangle count to cell Calculate child weights Distribute triangle count between children 300 150 100 50 3 2 1

Dynamic Meshes Updating the active list List of cells generating triangles Ascend tree to reduce detail Descend tree to increase detail

Dynamic Meshes Updating the active list List of cells generating triangles Ascend tree to reduce detail Descend tree to increase detail

Dynamic Meshes Updating the active list List of cells generating triangles Ascend tree to reduce detail Descend tree to increase detail

Viewing Parameters Cells are weighted according to viewing parameters and weighting functions We currently use: on silhouette, back-facing, in view frustum, surface roughness Can also use: distance to viewpoint, screen-space projected error, specular highlight,...

Conclusions ADFs can be used to generate dynamic triangle meshes triangle meshes generated from ADFs are detail-directed, low triangle counts remain in areas of geometrical simplicity octree structure provides framework for fast view frustum and back face culling resulting dynamic mesh has low triangle counts in smooth and visually unimportant regions In addition, ADFs provide useful information for collision detection and real-time physics

Demo!