Adaptive tetrapuzzles

Paolo Cignoni, Fabio Ganovelli, Enrico Gobbetti, Fabio Marton, Federico Ponchio, Roberto Scopigno
2004 ACM Transactions on Graphics  
Fabio Marton CRS4 Federico Ponchio ISTI -CNR Roberto Scopigno ISTI -CNR (a) 1473 patches (2179K triangles) (b) 1221 patches (1855K triangles) (c) 625 patches (991K triangles) Figure 1: View-dependent rendering of the St. Matthew dataset. The full resolution model contains 373 million triangles and is inspected at over 40 fps on a commodity PC platform. The main images present the mesh rendered with Gouraud shading using 4x Gaussian Multisampling on a 1280x1024 window, while the small inset
more » ... es depict the adaptive mesh structure with a different color for each patch. The rightmost image also shows the adaptive triangulation. Abstract We describe an efficient technique for out-of-core construction and accurate view-dependent visualization of very large surface models. The method uses a regular conformal hierarchy of tetrahedra to spatially partition the model. Each tetrahedral cell contains a precomputed simplified version of the original model, represented using cache coherent indexed strips for fast rendering. The representation is constructed during a fine-to-coarse simplification of the surface contained in diamonds (sets of tetrahedral cells sharing their longest edge). The construction preprocess operates out-ofcore and parallelizes nicely. Appropriate boundary constraints are introduced in the simplification to ensure that all conforming selective subdivisions of the tetrahedron hierarchy lead to correctly matching surface patches. For each frame at runtime, the hierarchy is traversed coarse-to-fine to select diamonds of the appropriate resolution given the view parameters. The resulting system can interatively render high quality views of out-of-core models of hundreds of millions of triangles at over 40Hz (or 70M triangles/s) on current commodity graphics platforms.
doi:10.1145/1015706.1015802 fatcat:ygjrou4rpvfqhfp2rneaztakye