Perceptually guided simplification of lit, textured meshes

We present a new algorithm for best-effort simplification of polygonal meshes based on principles of visual perception. Building on previous work, we use a simple model of low-level human vision to estimate the perceptibility of local simplification operations in a view-dependent Multi-Triangulation structure. Our algorithm improves on prior perceptual simplification approaches by accounting for textured models and dynamic lighting effects. We also model more accurately the scale of visual changes resulting from simplification, using parametric texture deviation to bound the size (represented as spatial frequency) of features destroyed, created, or altered by simplifying the mesh. The resulting algorithm displays many desirable properties: it is view-dependent, sensitive to silhouettes, sensitive to underlying texture content, and sensitive to illumination (for example, preserving detail near highlight and shadow boundaries, while aggressively simplifying washed-out regions). Using a unified perceptual model to evaluate these effects automatically accounts for their relative importance and balances between them, overcoming the need for ad hoc or hand-tuned heuristics.

[1]  Carlo H. Séquin,et al.  Adaptive display algorithm for interactive frame rates during visualization of complex virtual environments , 1993, SIGGRAPH.

[2]  Simplifying surfaces with color and texture using quadric error metrics , 1998, VIS '98.

[3]  Scott J. Daly,et al.  Visible differences predictor: an algorithm for the assessment of image fidelity , 1992, Electronic Imaging.

[4]  Donald P. Greenberg,et al.  A model of visual masking for computer graphics , 1997, SIGGRAPH.

[5]  Andrew B. Watson,et al.  Digital images and human vision , 1993 .

[6]  L. Floriani,et al.  Efficient implementation of multi-triangulations , 1998, Proceedings Visualization '98 (Cat. No.98CB36276).

[7]  Leila De Floriani,et al.  Building and traversing a surface at variable resolution , 1997, Proceedings. Visualization '97 (Cat. No. 97CB36155).

[8]  William E. Lorensen,et al.  Decimation of triangle meshes , 1992, SIGGRAPH.

[9]  Hugues Hoppe,et al.  New quadric metric for simplifying meshes with appearance attributes , 1999, Proceedings Visualization '99 (Cat. No.99CB37067).

[10]  David P. Luebke,et al.  Perceptually-Driven Simplification for Interactive Rendering , 2001, Rendering Techniques.

[11]  Hans-Peter Seidel,et al.  Perception-guided global illumination solution for animation rendering , 2001, SIGGRAPH.

[12]  Greg Turk,et al.  Image-driven simplification , 2000, TOGS.

[13]  Hugues Hoppe,et al.  Optimization of mesh locality for transparent vertex caching , 1999, SIGGRAPH.

[14]  G. Turk,et al.  Model simplification using image and geometry-based metrics , 2000 .

[15]  David E. Sigeti,et al.  ROAMing terrain: Real-time Optimally Adapting Meshes , 1997, Proceedings. Visualization '97 (Cat. No. 97CB36155).

[16]  Gary W. Meyer,et al.  A perceptually based adaptive sampling algorithm , 1998, SIGGRAPH.

[17]  Fabio Pellacini,et al.  A Perceptually-Based Texture Caching Algorithm for Hardware-Based Rendering , 2001, Rendering Techniques.

[18]  Enrico Puppo,et al.  Efficient implementation of multi-triangulations , 1998 .

[19]  Amitabh Varshney,et al.  Dynamic view-dependent simplification for polygonal models , 1996, Proceedings of Seventh Annual IEEE Visualization '96.

[20]  Raghu Machiraju,et al.  Enabling level-of-detail matching for exterior scene synthesis , 2000, IEEE Visualization.

[21]  Mark A. Duchaineau,et al.  ROAMing terrain: real-time optimally adapting meshes , 1997 .

[22]  Jarek Rossignac,et al.  Multi-resolution 3D approximations for rendering complex scenes , 1993, Modeling in Computer Graphics.

[23]  Christine D. Piatko,et al.  Comparing Real and Synthetic Images: Some Ideas about Metrics , 1995, Rendering Techniques.

[24]  Donald P. Greenberg,et al.  A perceptually based physical error metric for realistic image synthesis , 1999, SIGGRAPH.

[25]  Charles A. Poynton,et al.  Rehabilitation of gamma , 1998, Electronic Imaging.

[26]  Pedro V. Sander,et al.  Texture mapping progressive meshes , 2001, SIGGRAPH.

[27]  Enrico Puppo,et al.  Building and traversing a surface at variable resolution , 1997 .

[28]  Dinesh Manocha,et al.  GAPS: general and automatic polygonal simplification , 1999, SI3D.

[29]  Hugues Hoppe,et al.  View-dependent refinement of progressive meshes , 1997, SIGGRAPH.

[30]  Reinhard Klein,et al.  Rendering of multiresolution models with texture , 1998, Comput. Graph..

[31]  Reinhard Klein,et al.  Efficient rendering of multiresolution meshes with guaranteed image quality , 1999, The Visual Computer.

[32]  David P. Luebke,et al.  View-dependent simplification of arbitrary polygonal environments , 1997, SIGGRAPH.

[33]  Hugues Hoppe,et al.  Displaced subdivision surfaces , 2000, SIGGRAPH.

[34]  Martin Reddy,et al.  Perceptually Optimized 3D Graphics , 2001, IEEE Computer Graphics and Applications.

[35]  Martin Reddy,et al.  Perceptually modulated level of detail for virtual environments , 1997 .

[36]  Dinesh Manocha,et al.  Appearance-preserving simplification , 1998, SIGGRAPH.