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引用次数: 0
摘要
三角形网格的物体空间遮挡轮廓(又称网格轮廓)是计算机图形学和计算几何中许多方法的核心。为了加速在 CPU 上的计算,人们提出了许多分层数据结构,但它们并不能很好地映射到 GPU 上的实时应用,如视频游戏。我们展示了一种简单的平面数据结构,它由以法向锥和边界球为边界的补丁组成,只要其构造能最大限度地提高补丁在所有视点上被剔除的概率,就能实现这一目标。我们推导出了一种启发式度量方法来有效估算这种概率,并提出了一种贪婪的自下而上算法,该算法通过根据该度量方法对网格边缘进行分组来构建补丁。此外,我们还提出了计算补丁边界球的有效方法。我们通过大量实验证明,这种数据结构在 CPU 上的性能与最先进的算法类似,但在 GPU 上也能完美适应,速度最多可提高 5 倍。
Patch Decomposition for Efficient Mesh Contours Extraction
Object-space occluding contours of triangular meshes (a.k.a. mesh contours) are at the core of many methods in computer graphics and computational geometry. A number of hierarchical data-structures have been proposed to accelerate their computation on the CPU, but they do not map well to the GPU for real-time applications, such as video games. We show that a simple, flat data-structure composed of patches bounded by a normal cone and a bounding sphere may reach this goal, provided it is constructed to maximize the probability for a patch to be culled over all viewpoints. We derive a heuristic metric to efficiently estimate this probability, and present a greedy, bottom-up algorithm that constructs patches by grouping mesh edges according to this metric. In addition, we propose an effective way of computing their bounding sphere. We demonstrate through extensive experiments that this data-structure achieves similar performance as the state-of-the-art on the CPU but is also perfectly adapted to the GPU, leading to up to ×5 speedups.
期刊介绍:
Computer Graphics Forum is the official journal of Eurographics, published in cooperation with Wiley-Blackwell, and is a unique, international source of information for computer graphics professionals interested in graphics developments worldwide. It is now one of the leading journals for researchers, developers and users of computer graphics in both commercial and academic environments. The journal reports on the latest developments in the field throughout the world and covers all aspects of the theory, practice and application of computer graphics.