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Presented By Greg Gire Advised By Zoë Wood California Polytechnic State University.

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Presentation on theme: "Presented By Greg Gire Advised By Zoë Wood California Polytechnic State University."— Presentation transcript:

1 Presented By Greg Gire Advised By Zoë Wood California Polytechnic State University

2  Introduction  Problem  Simplifying Polygonal Meshes  History  Metrics  Normal Mapping  History  Metrics  My Thesis

3  3D Models represented as mesh of polygons http://www.pixolator.com/zbc/attachment.php?attachmentid=15162

4  What is the optimal simplified mesh to apply appearance preservation to make it appear the most visually similar to the original mesh? 558 quads 65 quads 225,467 quads

5  My thesis will focus on generating the best simplified mesh that will be most visually similar to the original high resolution mesh 43,850 quads

6  Problem:  Rendering complex meshes requires a large amount of memory, processing power, and time  This is bad for interactive graphics applications such as animation and video games  Solution:  Reduce the level of detail (polygon count) while maintaining its overall shape

7  Triangle Decimation  Schroeder et al. 1992  Multiple passes over mesh to remove vertices that meet decimation criteria; patch hole http://www.emeraldinsight.com/fig/1560020102012.png

8  Re-tiling  Greg Turk 1992  Create new vertices that approximate the curvature of a model; re-triangulate [Turk 1992]

9  Progressive Meshes  Hughes Hoppe 1996  Iterative collapse of an edge into a single vertex; stores collapses to adjust LOD [Hoppe 1996]

10  Quadric Error Metrics  Garland and Heckbert 1997  Collapse two vertices into one; use of quadrics to approximate cost of collapse [Garland and Heckbert 1997]

11  Metrics  Geometric similarity ▪ Topology  Time  Space

12  Problem:  Simplified meshes may work for animation, but not so good for video games  Solution:  Preserve appearance from complex mesh and “paint” it on simplified mesh using existing graphics hardware http://www.webreference.com/3d/lesson57/57-1.jpg

13  Displacement mapping  Krishnamurthy et al. 1996  User defines patches that approximate surface; stores distance for displacement [Krishnamurthy et al. 1996]

14  Normal mapping  Cignoni et al. 1998  Sample complex mesh and store normals into texture image [Cignoni et al. 1998]

15  Metrics  Visual similarity  Time  Space http://ja.gram.pl/upl/blogi/264034/img_wpisy/2008_05/postacie.jpg

16  The combination of simplification and appearance preserving algorithms allows detailed models in drastically less time http://upload.wikimedia.org/wikipedia/commons/3/36/Normal_map_example.png

17  Problem:  There are many techniques and levels of detail for model simplification, and not all look equal when a normal map is applied  Solution:  Optimize simplified mesh for normal mapping [Garland and Heckbert 1997]

18  My Thesis 1) Add visual similarity metric to QEM simplification 2) Generate normal maps using MELODY 3) Compare visual similarity of high resolution mesh to optimized mesh and other simplified meshes

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20  CIGNONI, P., MONTANI, C., ROCCHINI, C., AND SCOPIGNO, R. 1998. A general method for preserving attribute values on simplified meshes. In Visualization '98. Proceedings, 1998, 59-66.  COHEN, J., OLANO, M., AND MANOCHA, D. 1998. Appearance-preserving simplification. In Proceedings of the 25th annual conference on Computer graphics and interactive techniques, 1998, ACM,, 115-122.  SCHROEDER, W.J., ZARGE, J.A., AND LORENSEN, W.E. 1992. Decimation of triangle meshes. In Proceedings of the 19th annual conference on Computer graphics and interactive techniques, 1992, ACM,, 65-70.  KRISHNAMURTHY, V. AND LEVOY, M. 1996. Fitting smooth surfaces to dense polygon meshes. In Proceedings of the 23rd annual conference on Computer graphics and interactive techniques, 1996, ACM,, 313-324.  RONFARD, R. AND ROSSIGNAC, J. 1996. Full-range approximation of triangulated polyhedra. Computer Graphics Forum 15, 67-76.  CLARK, J.H. 1976. Hierarchical geometric models for visible surface algorithms. Commun. ACM 19, 547-554.  HOPPE, H., DEROSE, T., DUCHAMP, T., MCDONALD, J., AND STUETZLE, W. 1993. Mesh optimization. In Proceedings of the 20th annual conference on Computer graphics and interactive techniques, Anaheim, CA, 1993, ACM, Anaheim, CA, 19-26.  HOPPE, H. 1996. Progressive meshes. In Proceedings of the 23rd annual conference on Computer graphics and interactive techniques, 1996, ACM,, 99-108.  WILLIAMS, L. 1983. Pyramidal parametrics. In Proceedings of the 10th annual conference on Computer graphics and interactive techniques, Detroit, Michigan, United States, 1983, ACM, Detroit, Michigan, United States, 1-11.  TURK, G. 1992. Re-tiling polygonal surfaces. In Proceedings of the 19th annual conference on Computer graphics and interactive techniques, 1992, ACM,, 55-64.  REDDY, M. 1996. SCROOGE:Perceptually-Driven Polygon Reduction. Computer Graphics Forum 15, 191-203.  COHEN, J., VARSHNEY, A., MANOCHA, D., TURK, G., WEBER, H., AGARWAL, P., BROOKS, F., AND WRIGHT, W. 1996. Simplification envelopes. In Proceedings of the 23rd annual conference on Computer graphics and interactive techniques, 1996, ACM,, 119-128.  GARLAND, M. AND HECKBERT, P.S. 1997. Surface simplification using quadric error metrics. In Proceedings of the 24th annual conference on Computer graphics and interactive techniques, 1997, ACM Press/Addison-Wesley Publishing Co.,, 209-216.  HECKBERT, P. 1986. Survey of Texture Mapping. Computer Graphics and Applications, IEEE 6, 56-67.

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