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Computers & Graphics
Volume 22, Issue 1, 25 February 1998, Pages 71-81
 
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doi:10.1016/S0097-8493(97)00084-8    How to Cite or Link Using DOI (Opens New Window)
Copyright © 1997 Elsevier Science Ltd. All rights reserved

Scene Simplification

Smooth transitions in texture-based simplification

D. G. Aliagaa, * and A. A. Lastraa

a Department of Computer Science, University of North Carolina, Chapel Hill, NC 27599-3175, USAe-mail: {aliaga | lastra}@cs.unc.edu

Available online 30 November 1998.

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Abstract

We are investigating techniques for providing smooth transitions when simplifying large, static geometric models with texture-based representations (or impostors). Traditionally, textures have been used to replace complex geometry, for example the books on a shelf or the complex foliage on a tree. Using textures in a more general manner is a relatively new area of research. The key idea is that 2D image textures can be used to temporarily represent 3D geometry. Rendering speed is increased if a replacement texture can be used for several frames, since textures can be rendered quickly and independently of model complexity. Because a texture is only correct from a single viewpoint, visual discontinuities, such as misalignment with adjacent geometry, begin to appear as the texture is used from other viewpoints. Previous approaches have controlled these errors by re-rendering the textures often or providing a large set of precomputed textures. We have improved upon these methods by developing algorithms for: (a) providing continuous imagery across borders between geometry and sampled textures at all times; (b) providing smooth dynamic transitions between geometry and texture.

Author Keywords: geometry, textures, warping, morphing, visual complexity, space partitioning, simplification, visibility culling, interactive

Index Terms: Computational geometry; Image quality; Image reconstruction; Computer simulation; Three dimensional computer graphics; Anti-aliasing; Error analysis; Computational complexity; Image warping; Image morphing; Visual complexity; Space partitioning; Visibility culling

Article Outline

1. Introduction
2. Geometry warping
2.1. Partitioning the geometry
2.2. Geometric continuity
2.3. Smooth transitions
2.4. Multiple textures
2.5. Common viewpoint
2.5.1. Different viewpoints
3. User-selected textures
3.1. Geometry-to-texture transition
3.2. Texture-to-geometry transition
4. Portal textures
5. Performance results
5.1. Models for user-selected textures
5.2. Models for portal textures
5.3. Recorded paths
6. Conclusions and future work
Acknowledgements
References













Computers & Graphics
Volume 22, Issue 1, 25 February 1998, Pages 71-81
 
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