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Progressive meshes

Progressive meshes is one of the techniques of dynamic level of detail (LOD). This technique was introduced by Hugues Hoppe in 1996.[1] This method uses saving a model to the structure - the progressive mesh, which allows a smooth choice of detail levels depending on the current view. Practically, this means that it is possible to display whole model with the lowest level of detail at once and then it gradually shows even more details. Among the disadvantages belongs considerable memory consumption. The advantage is that it can work in real time. Progressive meshes could be used also in other areas of computer technology such as a gradual transfer of data through the Internet or compression. [2]

Basic principle Edit

A progressive mesh is a data structure which is created as the original model of the best quality simplifies a suitable decimation algorithm, which removes step by step some of the edges in the model (edge-collapse operation). It is necessary to undertake as many simplifications as needed to achieve the minimal model. The resultant model, in a full quality, is then represented by the minimal model and by the sequence of inverse operations to simplistic (vertex split operation). This forms a hierarchical structure which helps to create a model in the chosen level of detail.

 

Edge collapse Edit

This simplistic operation - ecol takes two connected vertices and replaces them with a single vertex. Two triangles {vs, vt, vl} and {vt, vs, vr} which were connected by the edge are also removed during this operation.

Vertex split Edit

Vertex split (vsplit) is the inverse operation to the edge collapse that divides the vertex into two new vertices. Therefore, a new edge {vt, vs} and two new triangles {vs, vt, vl} and {vt, vs, vr} arise.

References Edit

  1. ^ Hoppe, Hugues (1996). "Progressive meshes". Proceedings of the 23rd annual conference on Computer graphics and interactive techniques. New York, New York, USA: ACM Press. pp. 99–108. doi:10.1145/237170.237216. ISBN 0-89791-746-4. S2CID 1490953.
  2. ^ D. Luebke, M. Reddy, J. D. Cohen, A. Varshney, B. Watson, R. Huebner: Level of Detail for 3D Graphics, Morgan Kaufmann, 2002, ISBN 0-321-19496-9

progressive, meshes, techniques, dynamic, level, detail, this, technique, introduced, hugues, hoppe, 1996, this, method, uses, saving, model, structure, progressive, mesh, which, allows, smooth, choice, detail, levels, depending, current, view, practically, th. Progressive meshes is one of the techniques of dynamic level of detail LOD This technique was introduced by Hugues Hoppe in 1996 1 This method uses saving a model to the structure the progressive mesh which allows a smooth choice of detail levels depending on the current view Practically this means that it is possible to display whole model with the lowest level of detail at once and then it gradually shows even more details Among the disadvantages belongs considerable memory consumption The advantage is that it can work in real time Progressive meshes could be used also in other areas of computer technology such as a gradual transfer of data through the Internet or compression 2 Contents 1 Basic principle 1 1 Edge collapse 1 2 Vertex split 2 ReferencesBasic principle EditA progressive mesh is a data structure which is created as the original model of the best quality simplifies a suitable decimation algorithm which removes step by step some of the edges in the model edge collapse operation It is necessary to undertake as many simplifications as needed to achieve the minimal model The resultant model in a full quality is then represented by the minimal model and by the sequence of inverse operations to simplistic vertex split operation This forms a hierarchical structure which helps to create a model in the chosen level of detail Edge collapse Edit This simplistic operation ecol takes two connected vertices and replaces them with a single vertex Two triangles vs vt vl and vt vs vr which were connected by the edge are also removed during this operation Vertex split Edit Vertex split vsplit is the inverse operation to the edge collapse that divides the vertex into two new vertices Therefore a new edge vt vs and two new triangles vs vt vl and vt vs vr arise References Edit Hoppe Hugues 1996 Progressive meshes Proceedings of the 23rd annual conference on Computer graphics and interactive techniques New York New York USA ACM Press pp 99 108 doi 10 1145 237170 237216 ISBN 0 89791 746 4 S2CID 1490953 D Luebke M Reddy J D Cohen A Varshney B Watson R Huebner Level of Detail for 3D Graphics Morgan Kaufmann 2002 ISBN 0 321 19496 9 Retrieved from https en wikipedia org w index php title Progressive meshes amp oldid 1169356757, wikipedia, wiki, book, books, library,

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