关于简化
简化原因
• 冗余数据:信息熵
• 在不损失视觉效果的情况下减少数据量
• Level of details (LOD)
Simplification Applications
- Level‐of‐detail modeling
• Generate a family of models for the same object with different polygon counts
• Select the appropriate model based on estimates of the object's projected size - Simulation proxies
• Run the simulation on a simplified model
• Interpolate results across a more complicated model to be used for rendering
Tradeoff
• Size
• Error
• Quality
简化算法
Performance Requirements
- Offline
• Generate model at given level(s) of detail
• Focus on quality - Real‐time
• Generate model at given level(s) of detail
• Focus on speed
• Requires preprocessing
• Time/space/quality tradeoff
简化目标
顶点删除 [图54:51]
方法一
v ← v‐1,f ← f‐2
Remaining vertices是subset of original vertex set
方法二
Pair contraction (cluster of two vertices)
Vertices may move
边收缩 [图56:46] Edge collapse
方法一
v ← v‐1,f ← f‐2
Vertices may move
方法二
Cluster contraction (set of vertices)
Vertices may move
面 Triangle collapse
方法一
v ← v‐2,f ← f‐4
Vertices may move
方法二
聚类法:[57:46],画格子,格子内的三角形收缩、点合并会产生非流型和悬挂边
Merge all vertices within the same cell
简化度量
• 几何
• 视觉:纹理、材质、法向…
Local vs. Global Error
全局优于局部,具体见下一页
本文出自CaterpillarStudyGroup,转载请注明出处。 https://caterpillarstudygroup.github.io/GAMES102_mdbook/