A multiresolution representation for massive meshes

We present a new external memory multiresolution surface representation for massive polygonal meshes. Previous methods for building such data structures have relied on resampled surface data or employed memory intensive construction algorithms that do not scale well. Our proposed representation combines efficient access to sampled surface data with access to the original surface. The construction algorithm for the surface representation exhibits memory requirements that are insensitive to the size of the input mesh, allowing it to process meshes containing hundreds of millions of polygons. The multiresolution nature of the surface representation has allowed us to develop efficient algorithms for view-dependent rendering, approximate collision detection, and adaptive simplification of massive meshes. The empirical performance of these algorithms demonstrates that the underlying data structure is a powerful and flexible tool for operating on massive geometric data.

[1]  Dinesh Manocha,et al.  Partitioning and Handling Massive Models for Interactive Collision Detection , 1999, Comput. Graph. Forum.

[2]  Paolo Cignoni,et al.  External Memory Management and Simplification of Huge Meshes , 2003, IEEE Trans. Vis. Comput. Graph..

[3]  Christopher DeCoro,et al.  XFastMesh: fast view-dependent meshing from external memory , 2002, IEEE Visualization, 2002. VIS 2002..

[4]  Marc Levoy,et al.  The digital Michelangelo project: 3D scanning of large statues , 2000, SIGGRAPH.

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

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

[7]  Peter Lindstrom,et al.  Out-of-core construction and visualization of multiresolution surfaces , 2003, I3D '03.

[8]  Hugues Hoppe,et al.  Progressive meshes , 1996, SIGGRAPH.

[9]  Michael Garland,et al.  A multiphase approach to efficient surface simplification , 2002, IEEE Visualization, 2002. VIS 2002..

[10]  Tomas Akenine-Möller,et al.  Real-time rendering , 1997 .

[11]  Michael Garland,et al.  Surface simplification using quadric error metrics , 1997, SIGGRAPH.

[12]  Jihad El-Sana,et al.  External Memory View‐Dependent Simplification , 2000, Comput. Graph. Forum.

[13]  Peter Lindstrom,et al.  Out-of-core simplification of large polygonal models , 2000, SIGGRAPH.

[14]  Michael Garland,et al.  Efficient adaptive simplification of massive meshes , 2001, Proceedings Visualization, 2001. VIS '01..

[15]  Paolo Cignoni,et al.  An easy-to-use visualization system for huge cultural heritage meshes , 2001, VAST '01.

[16]  Martin Isenburg,et al.  Large mesh simplification using processing sequences , 2003, IEEE Visualization, 2003. VIS 2003..

[17]  ChrisPrince Departmentof ComputerScienceandEngineering Progressive Meshes for Large Models of Arbitrary Topology , 2000 .

[18]  Paolo Cignoni,et al.  Adaptive TetraPuzzles: Ecient Out-of-Core Construction and Visualization of Gigantic Multiresolution Polygonal Models , 2004, SIGGRAPH 2004.

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

[20]  Cláudio T. Silva,et al.  A memory insensitive technique for large model simplification , 2001, Proceedings Visualization, 2001. VIS '01..

[21]  Paolo Cignoni,et al.  Adaptive TetraPuzzles - Efficient Out-of-core Construction and Visualization of Gigantic Polygonal Models , 2004 .

[22]  Leif Kobbelt,et al.  A Stream Algorithm for the Decimation of Massive Meshes , 2003, Graphics Interface.

[23]  Hugues Hoppe Smooth view-dependent level-of-detail control and its application to terrain rendering , 1998 .

[24]  Reinhard Klein,et al.  Efficient view-dependent out-of-core visualization , 2004, International Conference On Virtual Reality and Its Applications in Industry.

[25]  Renato Pajarola,et al.  FastMesh: efficient view-dependent meshing , 2001, Proceedings Ninth Pacific Conference on Computer Graphics and Applications. Pacific Graphics 2001.