Real-time mesh simplification using the GPU

Christopher DeCoro, Natalya Tatarchuk
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引用次数: 106

Abstract

Recent advances in real-time rendering have allowed the GPU implementation of traditionally CPU-restricted algorithms, often with performance increases of an order of magnitude or greater. Such gains are achieved by leveraging the large-scale parallelism of the GPU towards applications that are well-suited for these streaming architectures. By contrast, mesh simplification has traditionally been viewed as a non-interactive process not readily amenable to GPU acceleration. We demonstrate how it becomes practical for real-time use through our method, and that the use of the GPU even for offline simplification leads to significant increases in performance. Our approach for mesh decimation adopts a vertex-clustering method to the GPU by taking advantage of a new addition to the rendering pipeline - the geometry shader stage. We present a novel general-purpose data structure designed for streaming architectures called the probabilistic octree, which allows for much of the flexibility of offline implementations, including sparse encoding and variable level-of-detail. We demonstrate successful use of this data structure in our GPU implementation of mesh simplification. We can generate adaptive levels of detail by applying non-linear warping functions to the cluster map in order to improve resulting simplification quality. Our GPU-accelerated approach enables simultaneous construction of multiple levels of detail and out-of-core simplification of extremely large polygonal meshes.
使用GPU进行实时网格简化
实时渲染的最新进展已经允许GPU实现传统的cpu限制算法,通常性能提高一个数量级或更高。这样的收益是通过利用GPU的大规模并行性来实现的,这些应用程序非常适合这些流架构。相比之下,网格简化传统上被视为一个非交互式的过程,不容易适应GPU加速。我们通过我们的方法演示了它如何成为实时使用的实用方法,并且使用GPU即使进行离线简化也会导致性能的显着提高。我们的网格抽取方法对GPU采用了顶点聚类方法,利用了渲染管道的新添加-几何着色器阶段。我们提出了一种为流架构设计的新型通用数据结构,称为概率八叉树,它允许离线实现的大部分灵活性,包括稀疏编码和可变细节级别。我们演示了在网格简化的GPU实现中成功使用这种数据结构。我们可以通过对聚类图应用非线性扭曲函数来生成自适应的细节级别,以提高简化结果的质量。我们的gpu加速方法可以同时构建多个细节级别和超大多边形网格的核外简化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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