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Progressive Mesh in DirectX

Progressive Mesh in DirectX. 2000160114 Seung ho Lee 2000160207 Hyun taek Kwon. What is Progressive Mesh?. Level of Detail (LOD) Progressive simplification or detail Mesh. Edge collapse or Vertex Split Selective Refinement. Overview of Progressive Mesh. Edge collapse or Vertex Split.

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Progressive Mesh in DirectX

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  1. Progressive Mesh in DirectX 2000160114 Seung ho Lee 2000160207 Hyun taek Kwon

  2. What is Progressive Mesh? • Level of Detail (LOD) • Progressive simplification or detail Mesh

  3. Edge collapse or Vertex Split Selective Refinement Overview of Progressive Mesh

  4. Edge collapse or Vertex Split

  5. Selective Refinement • Use Vertex History

  6. The Pipeline of DirectX Mesh • ID3DXMesh interface • ID3DXPMesh interface

  7. ID3DXMesh interface • General Mesh interface • Buffers • Vertex Buffer • Index Buffer • Attribute Buffer • Functions • DrawSubset(DWORD n);

  8. ID3DXPMesh • Progressive Mesh interface • Make from ID3DXMesh • Using Progressive Mesh interface

  9. Implementation • Implement from ID3DXMesh • Using Vertex Buffer and Index Buffer • Class Gmesh • Vertex Node Tree, History

  10. Rendering Pipeline Read PM File Make GMesh Write in Mesh Buffer Draw Mesh

  11. Result • Rabbit

  12. View-Dependent Refinement • Definitions • Refinement Criteria • Implementation

  13. 1. Definitions (1) • Active vertex, Active face • A vertex or face is active if it exists • in the selectively refined mesh Ms.

  14. 1. Definitions (2) • Vertex hierarchy

  15. 1. Definitions (3) • Legal

  16. 2. Refinement Criteria • View frustum • Coarsen regions outsize the view frustum • Surface orientation • Coarsen regions oriented away from viewer • Screen-space geometric error • Makes the difference between approximate surface M and the original M^ small

  17. 2. Refinement Criteria (1) - Bounding Sphere

  18. 2. Refinement Criteria (1) • Out of View frustum • Red lines show distance

  19. 2. Refinement Criteria (2) - Cone of normals Unnecessary to split if

  20. 2. Refinement Criteria (3) • Distance • The distance between the approximate surface M and the original M^, when projected on the screen, is every where less than a screen-space tolerance r.

  21. 3. Implementation • ListNode *ActiveVertexHead • double linked list of active vertex • ListNode *RootVertexHead • Double linked list of root vertex

  22. 3. Implementation Active Vertex v1 v3 v4 v5 v6 v2 Qrefine() Split v1 v3 v4 v5 v6 v21 v22

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