QSplat: a multiresolution point rendering system for large meshes

S. Rusinkiewicz, M. Levoy
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引用次数: 1246

Abstract

Advances in 3D scanning technologies have enabled the practical creation of meshes with hundreds of millions of polygons. Traditional algorithms for display, simplification, and progressive transmission of meshes are impractical for data sets of this size. We describe a system for representing and progressively displaying these meshes that combines a multiresolution hierarchy based on bounding spheres with a rendering system based on points. A single data structure is used for view frustum culling, backface culling, level-of-detail selection, and rendering. The representation is compact and can be computed quickly, making it suitable for large data sets. Our implementation, written for use in a large-scale 3D digitization project, launches quickly, maintains a user-settable interactive frame rate regardless of object complexity or camera position, yields reasonable image quality during motion, and refines progressively when idle to a high final image quality. We have demonstrated the system on scanned models containing hundreds of millions of samples.
QSplat:用于大网格的多分辨率点渲染系统
3D扫描技术的进步已经使数以亿计的多边形网格的实际创建成为可能。传统的显示、简化和网格渐进传输算法对于这种规模的数据集是不切实际的。我们描述了一个用于表示和逐步显示这些网格的系统,该系统结合了基于边界球的多分辨率层次结构和基于点的渲染系统。单个数据结构用于视图截锥体剔除、背面剔除、细节级别选择和呈现。该表示结构紧凑,计算速度快,适用于大型数据集。我们的实现是为大规模3D数字化项目而编写的,它可以快速启动,保持用户可设置的交互帧率,无论对象的复杂性或相机的位置如何,都可以在运动期间产生合理的图像质量,并且在空闲时逐步细化到高最终图像质量。我们已经在包含数亿个样本的扫描模型上演示了该系统。
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