Bidirectional Adaptive √3-Subdivision

Gerd Sußner, M. Stamminger, G. Greiner
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Abstract

Starting with small, rough, and low-detailed base models, √3- subdivision is able to produce smooth and highly accurate models by adaptive subdivision. However, current smoothing methods are only unidirectional, i.e., a mesh can be smoothed locally, but it is not possible to adaptively coarsen the mesh again. As a consequence, for view-dependent display, a change of the viewing parameters requires a complete restart at the base level. In this paper, a framework for bidirectional adaptive subdivision is presented, which allows us to adapt the current triangulation in both directions locally, i.e., add detail where required and remove detail whenever possible. It operates on the current triangulation only, i.e., there is no need to restore any previous states. Our smoothing process allows us to keep a constant frame rate within every single step in the refinement loop. To avoid popping artifacts, inserted and removed vertices are "geomorphed." Basic key-frame animation support is provided by moving positions of vertices of the base mesh. The framework is suitable for various applications, e.g., as part of a graphics engine for computer games or for character modeling. As a proof of concept, we implemented a view-dependent application, rendering a large number of arbitrary meshes at interactive frame rates with sufficient detail.
双向自适应√3细分
从小的、粗糙的、低细节的基础模型开始,√3- subdivision能够通过自适应细分产生光滑和高精度的模型。然而,目前的平滑方法只是单向的,即一个网格可以局部平滑,但不可能自适应地再次粗化网格。因此,对于依赖于视图的显示,查看参数的更改需要在基本级别完全重新启动。本文提出了一种双向自适应细分框架,该框架允许我们在两个方向上局部适应当前的三角剖分,即在需要的地方添加细节,在可能的情况下删除细节。它只对当前的三角测量进行操作,即不需要恢复任何以前的状态。我们的平滑过程允许我们在优化循环的每个步骤中保持恒定的帧率。为了避免弹出伪影,插入和移除的顶点被“变形”。基本的关键帧动画支持是通过移动基本网格的顶点位置来提供的。该框架适用于各种应用程序,例如,作为计算机游戏或角色建模的图形引擎的一部分。作为概念验证,我们实现了一个依赖于视图的应用程序,以交互帧率渲染大量任意网格,并提供足够的细节。
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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