www.crs4.it/vic/ Web3D 2012 - Los Angeles, August 2012 Adaptive Quad Patches: an Adaptive Regular Structure for Adaptive Quad Patches: an Adaptive Regular Structure for Web Distribution and Adaptive Rendering of 3D Models Web Distribution and Adaptive Rendering of 3D Models Enrico Gobbetti 1 , Fabio Marton 1 , Marcos Balsa Rodríguez 1 , Fabio Ganovelli 2 and Marco Di Benedetto 2 1 CRS4 Visual Computing Group, Sardinia Italy 2 ISTI-CNR Visual Computing Laboratory, Pisa Italy
Adaptive Quad Patches: an Adaptive Regular Structure for Web Distribution and Adaptive Rendering of 3D Models. Enrico Gobbetti 1 , Fabio Marton 1 , Marcos Balsa Rodríguez 1 , Fabio Ganovelli 2 and Marco Di Benedetto 2 1 CRS4 Visual Computing Group, Sardinia Italy - PowerPoint PPT Presentation
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www.crs4.it/vic/
Web3D 2012 - Los Angeles, August 2012
Adaptive Quad Patches: an Adaptive Regular Structure for Adaptive Quad Patches: an Adaptive Regular Structure for Web Distribution and Adaptive Rendering of 3D ModelsWeb Distribution and Adaptive Rendering of 3D Models
Enrico Gobbetti1, Fabio Marton1, Marcos Balsa Rodríguez1, Fabio Ganovelli2 and Marco Di Benedetto2
• Low CPU overhead– GPU accelerated adaptive tessellation algorithm
• WebGL based– Portable platforms
Web3D 2012 - Los Angeles, August 2012
Marcos Balsa, Adaptive Quad Patches
Related work
• General solutions available for Desktop environments [Yoon et al. 2008]• Mesh compression – MPEG-4 [Jovanova et al. 2008]• View dependent LOD and progressive streaming [Hoppe 1997]
– Compute view dependent triangulation each frame -> CPU bound
• Surface patches [Cignoni et al. 2004]– Effective in terms of speed -> require non-trivial data structures and techniques for
decompression
• Geometry images [Gu et al. 2002]– Exploit current GPU capabilities / optimized libraries for compression and streaming of images
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Web3D 2012 - Los Angeles, August 2012
Marcos Balsa, Adaptive Quad Patches
Related work• Quad remeshing
– Single-disk parametrization [Floater and Hormann 2005]• Simplest -> only genus-0 almost zero Gaussian curvature
– Base mesh to parametrize the model [Petroni et al. 2010]• Quad-based domain -> tight packing and simpler handling of chart boundaries
• Detail rendering– GPU raycasting [Oliveira et al. 2000]– Displacement mapping in GPU [Shiue et al. 2005]– Semi-uniform adaptive patch tessellation [Dyken et al. 2009]