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Progressive Mesh in DirectX 2000160114 Seung ho Lee 2000160207 Hyun taek Kwon.

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Presentation on theme: "Progressive Mesh in DirectX 2000160114 Seung ho Lee 2000160207 Hyun taek Kwon."— Presentation transcript:

1 Progressive Mesh in DirectX 2000160114 Seung ho Lee 2000160207 Hyun taek Kwon

2 What is Progressive Mesh? Level of Detail (LOD) Progressive simplification or detail Mesh

3 Overview of Progressive Mesh Edge collapse or Vertex Split Selective Refinement

4 Edge collapse or Vertex Split

5 Selective Refinement Use Vertex History

6 The Pipeline of DirectX Mesh ID3DXMesh interface ID3DXMesh ID3DXPMesh interface ID3DXPMesh

7 ID3DXMesh interface General Mesh interface Buffers – Vertex Buffer – Index Buffer – Attribute Buffer Functions – DrawSubset(DWORD n);

8 ID3DXPMesh Progressive Mesh interface Make from ID3DXMesh Using Progressive Mesh interface

9 Implementation Implement from ID3DXMesh Using Vertex Buffer and Index Buffer Class Gmesh Vertex Node Tree, History

10 Rendering Pipeline Read PM File Make GMesh Write in Mesh Buffer Draw Mesh

11 Result Rabbit

12 View-Dependent Refinement 1.Definitions 2.Refinement Criteria 3.Implementation

13 1. Definitions (1) -Active vertex, Active face A vertex or face is active if it exists in the selectively refined mesh M s.

14 1. Definitions (2) -Vertex hierarchy

15 1. Definitions (3) -Legal

16 2. Refinement Criteria (1) View frustum Coarsen regions outsize the view frustum (2) Surface orientation Coarsen regions oriented away from viewer (3) Screen-space geometric error Makes the difference between approximate surface M and the original M ^ small

17 2. Refinement Criteria (1) - Bounding Sphere

18 2. Refinement Criteria (1) -Out of View frustum Red lines show distance

19 2. Refinement Criteria (2) - Cone of normals Unnecessary to split if

20 2. Refinement Criteria (3) -Distance The distance between the approximate surface M and the original M^, when projected on the screen, is every where less than a screen-space tolerance r.

21 3. Implementation -ListNode *ActiveVertexHead double linked list of active vertex -ListNode *RootVertexHead Double linked list of root vertex

22 3. Implementation Active Vertex v1 v2 v3v4v5v6 v1v3v4v5v6 v21v22 Split Qrefine()


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