Model Simplification for
Real-Time Rendering
MIT9904-20
Progress Report: July 1,
2002‹December 31, 2002
Frédo Durand
Project
Overview
The ever-increasing size of 3D models makes display
acceleration a crucial issue. It can be addressed through two complementary
approaches: fast culling of invisible portions of the scene, and model
simplification. In this project, we are investigating new approaches to model
simplification that address the limitations of current method
The simplification of a 3D model to a smaller number of
primitives has for the most part relied on the greedy decimation of triangles,
which can be seen as gradient descent in mesh space. Current solutions are very
effective for outputs that still contain a significant number of primitives
(several hundred triangles) and that have a continuous manifold structure. In
contrast, extreme simplification aims at producing models with a number of primitives
orders of magnitude smaller. In addition, we want to develop techniques that
can simplify any class of models, including complex disconnected models such as
vegetation.
We are working on a new representation called billboard
clouds that
bridges the gap between purely geometric (polygon-based) and image-based
representations. Billboard clouds are very general primitives that consist in a
set of rectangles with texture and alpha (transparency) masks. It is important
to note that no only will billboard cloud offer a simplified version that
permits faster display; they will also alleviate most flickering and aliasing
issues by providing mip-mapping. Simplifying a model into a billboard cloud
then reduces to the choice of a set of planes that best approximate the input
model. This is an NP-hard geometric optimization problem that we address through
heuristics.
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Input model |
Optimal set of planes |
textures and transparency for the rectangles |
Simplified model using |
Progress
Through December 2002
We iteratively replace large sets of faces by a textured
plane. The texture is generated by projecting the associated set of faces on
the plane. The faces and the plane are chosen so that the distance between
vertices and their projection is bounded (error threshold), and that the
projected area of faces is maximized. To approximate the whole model with a minimum number of
planes, we uses a greedy approach that iteratively chooses planes that
approximate great quantities of faces, which we call dense planes. Density is evaluated in plane space,
using a discretization and adaptative refinement for efficiency. A good surface approximation is ensured
by favoring planes that are ``nearly tangent'' to the model. This method does not require
connectivity information, but still avoids cracks by projecting primitives onto
multiple planes when needed. To
avoid large textures with a lot of empty space, which can occur when distant
parts of the model are simplified on the same plane, our algorithm takes into
account the compacity of the generated textures when selecting set of faces to
be simplified. For extreme
simplification, our approach combines the strengths of mesh decimation and
image-based impostors. Billboard
clouds is a new representation that can be used not only for rendering but also
quick shadow display or fast ray-object intersection as shown in the figure
below.
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The relighting of a
Billboard cloud is enabled by the storage of normal maps. |
Curve
of the number of rectangles need for a given maximum error (in log-log). |
Research Plan for the Next Six Months
For billboard clouds to be interesting when viewed from
closer range, we have to diminish the number of billboards. Unfortunately, if we want the billboard
cloud to be viewable from any angle, this number of billboards cannot be
lowered too much. The extreme case
of a single billboard would obviously look ``flat'' from many viewpoints.
Therefore we plan to investigate object-based view-dependent billboards clouds. The space around an object will be
divided into regions. A billboard cloud will be constructed for each of these
regions or viewcells. By limiting the
view-angle within a region, we expect to get a low billboard count for each
cloud. Moreover, the distance
range delimited by each viewcell will also permit the optimization of the texture
resolution. Therefore, the extra
storage induced by multiple view-dependent clouds versus a single
view-independent one should not be too high compared to the benefits. We also
plan to work on the transition that occurs both between two billboard clouds
representation with a different number of planes, and between billboard clouds
and traditional geometry.
Objects simplified using
billboard clouds. The rectangles are emphasized in yellow. Note that an object
like the Eiffel tower would be extremely challenging to handle using
traditional mesh simplification. In contrast, our representation using
semi-transparent rectangles, which makes it very effective.