Josh Sacks
CS 174c
Progressive Meshes
Purpose
Simplify Meshes- reduce # of Faces/Vertices
Allows Continuous Level-of-Detail (no temporal discontinuities)
Progressive Refinement during transmission
Selective Refinement
Technique
Collapse Edges
Store Base Mesh (M
0
)
Place Edge Splits into Priority Queue based on "Energy" metric
Morph from one LOD to another with linear interpolation
Implementation Requirements
Priority Queue for storing Edge splits
Collection Class for storing Vertex information
Collection Class for storing triangles
Stages
Build and Display Artificial Mesh Terrain
(Wednesday, April 23)
Use fractal-type algorithm to generate terrain
Use OpenGL to display mesh
Store mesh with the triangle and vertex collection class
Store Mesh as progressive Mesh with multiple LOD
(Monday, May 5)
Implement Progressive Mesh priority queue
No normals or textures
Real-time control of LOD from User-Input
Morphing from one LOD to another
Mesh "fly-by" with normals and regional LOD
(Monday, May 12)
Allow fly-through over terrain
Alter "Energy" metric to compensate for camera-to-polygon distance
Re-scan Priority Queue with new Metric
Create simple "Artillery" Game from bullets perspective
(Monday, May 26)
Use "fly-by" to create missle view of scene.
PM allows terrain to be highly-detailed close-up but still renderable in real-time
Implement missle-terrain collision detection
using PM will decrease search time