Appearance Preservation
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1 CS 283 Advanced Computer Graphics Mesh Simplification James F. O Brien Professor U.C. Berkeley Based on slides by Ravi Ramamoorthi 1 Appearance Preservation Caltech & Stanford Graphics Labs and Jonathan Cohen 2
2 Mesh Decimation Basic simplification operation is edge collapse 3 Mesh Decimation Basic simplification operation is edge collapse 4
3 Edge Collapse A A X v1 v v0 Create new vertex v (based on appropriate rule) Find all faces/edges neighbor vertex v1 (such as A) Change them to use v instead of v1. Do the same for v0 Depend on data structure, you need to fix all faces, edges 5 Edge Collapse A A X v1 v v0 Create new vertex v based on appropriate rule like average Find all faces that neighbor vertex v1 (such as A) Simple use of vertex to face adjacency Change them to use v instead of v1. Do the same for v0 6
4 Edge Collapse A A X v1 v v0 Find faces neighboring edge v0-v1 (such as X) Remove from mesh This may involve updating face/vertex adjacency relationships etc. e.g. what is adjacency for v (faces adjacent to vertex?) Are other vertices affected in terms of adjacent faces? Worry about triangle fins 7 Progressive Meshes Write edge collapses to file Read in file and invert order Key idea is vertex-split (opposite of edge-collapse) Include some control to make model coarser/finer e.g. Hoppe geomorph demo 8
5 Progressive Meshes Hoppe 9 Progressive Meshes Hoppe 10
6 Geomorph Demo Hoppe 11 Reverse of Edge Collapse 12
7 View-Dependent Simplification Simplify dynamically according to viewpoint Visibility Silhouettes Lighting Hoppe 13 Quadric Error Metrics Garland & Heckbert, SIGGRAPH 97 Greedy decimation algorithm Pair collapse (allow edge + non-edge collapses) Quadric error metrics: Evaluate potential collapses Determine optimal new vertex locations 14
8 Background: Computing Planes Each triangle in mesh has associated plane ax by cz d 0 For a triangle, find its (normalized) normal using cross products ABAC n nv An 0 ABAC Plane equation?? a n b d An c 15 Quadric Error Metrics Based on point-to-plane distance Better quality than point-to-point d c d a d b a b c 16
9 Quadric Error Metrics Quadric Error Metrics v p Dist ( vp, ) Dist ( vp, ) ax by cz d p v 2 x a y b v, z p c 1 d T p v 17 Quadric Error Metrics p p ( pv ) T vqv T 2 T T vppv T T v pp v p vqv vppv Common mathematical trick: quadratic form = symmetric matrix Q multiplied twice by a vector Initially, distance to all planes 0, net is 0 for all vertices 18
10 Using Quadrics Approximate error of edge collapses Each vertex v has associated quadric dric Q Q Error of collapsing v1 and v2 to v is s v T Q 1 v +v T Q 2 v Quadric for new vertex v is Q =Q1+Q2 +Q 19 Using Quadrics Find optimal location v after collapse: q q q q q q q q Q ' q q q q q q q q min v' Q' v' : T min v' Q' v' : 0 v ' x y z 20
11 Using Quadrics Find optimal location v after collapse: q q q q q 12 q22 q23 q 24 0 v ' q13 q23 q33 q q 11 q12 q13 q 14 0 q 12 q22 q23 q 24 0 v ' q13 q23 q33 q Quadric Visualization Ellipsoids: iso-error surfaces Smaller ellipsoid = greater error for a given motion Lower error for motion parallel to surface Lower error in flat regions than at corners Elongated in cylindrical regions 22
12 Surface Simplification Efficiency (70000 to 100 faces in 15s in 1997) High quality, feature preserving (primary appearance emphasized rather than topology) Generality, non-manifold models, collapse disjoint regions 23 Simplification Pair contractions in addition to edge collapses Previously connected regions may come together 24
13 Algorithm Outline Use quadric error 25 Final Algorithm 26
14 Results Original Quadrics 1k tris 100 tris 27 Results Original Quadrics 250 tris 250 tris, edge collapses only 28
15 Additional Details Preserving boundaries/discontinuities (weight quadrics by appropriate penalty factors) Preventing mesh inversion (flipping of orientation): compare normal of neighboring faces, before after Has been modified for many other applications e.g. in silhouettes, want to make sure volume always increases, never decreases Take color and texture into account (followup paper) See paper, other more recent works for details 29
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