An adaptive multi-resolution modeling technique based on viewing and animation parameters

Rynson W. H. Lau, Danny S. P. To, Mark W. Green
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引用次数: 21

Abstract

Because most existing multi resolution methods are slow, a common approach is to pregenerate a few key models of the object at different resolutions. During run time, the object's distance from the viewer determines which model to use for rendering. Although this approach is simple, it suffers from the sudden change in resolution as the object moves across the threshold distance. In addition, the model used to represent an object at a particular frame is not optimized for the given dynamic viewing and animation parameters. The quadtree type of methods for arranging the surface model may allow adaptive multi resolution modeling in a simple way and it reduces the sudden change of resolution from the object level to the node level. However, the square shape of the node, together with the four-time increment in size for representing surfaces, limits the types of surfaces that it can handle without creating excessive nodes. We present a real time adaptive multi resolution method for models of arbitrary topology.
一种基于视觉和动画参数的自适应多分辨率建模技术
由于现有的多分辨率方法速度较慢,一种常用的方法是在不同分辨率下预生成目标的几个关键模型。在运行时,对象与查看器的距离决定了要使用哪个模型进行呈现。虽然这种方法很简单,但当物体移动到阈值距离时,它会受到分辨率突然变化的影响。此外,用于表示特定帧中的对象的模型没有针对给定的动态查看和动画参数进行优化。四叉树类型的曲面模型排列方法可以简单地实现自适应多分辨率建模,并且减少了从对象级到节点级分辨率的突然变化。然而,节点的方形形状,加上表示曲面的大小增加了四倍,限制了它在不创建过多节点的情况下可以处理的曲面类型。针对任意拓扑模型,提出了一种实时自适应多分辨率方法。
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