Simplifying Polygonal Models Using Successive Mappings

Jonathan Cohen, Dinesh Manocha, and Marc Olano

UNC Chapel Hill

Abstract

We present the use of mapping functions to automatically generate levels of detail with known error bounds for polygonal models. We develop a piece-wise linear mapping function for each simplification operation and use this function to measure deviation of the new surface from both the previous level of detail and from the original surface. In addition, we use the mapping function to compute appropriate texture coordinates if the original map has texture coordinates at its vertices. Our overall algorithm uses edge collapse operations. We present rigorous procedures for the generation of local planar projections as well as for the selection of a new vertex position for the edge collapse operation. As compared to earlier methods, our algorithm is able to compute tight error bounds on surface deviation and produce an entire continuum of levels of detail with mappings between them. We demonstrate the effectiveness of our algorithm on several models: a Ford Bronco consisting of over 300 parts and 70,000 triangles, a textured lion model consisting of 49 parts and 86,000 triangles, and a textured, wrinkled torus consisting of 79,000 triangles.

Introduction

Automatic generation of levels of detail for polygonal data sets has become a task of fundamental importance for real-time rendering of large polygonal environments on current graphics systems. Many detailed models are obtained by scanning physical objects using range scanning systems or created by modeling systems. Besides surface geometry these models, at times, contain additional information such as normals, texture coordinates, color etc. As the field of model simplification continues to mature, many applications desire high quality simplifications, with tight error bounds of various types across the surface being simplified.

Most of the literature on simplification has focused purely on surface approximation. Many of these techniques give guaranteed error bounds on the deviation of the simplified surface from the original surface. Such bounds are useful for providing a measure of the screen-space deviation from the original surface. A few techniques have been proposed to preserve other attributes such as color or overall appearance. However, they are not able to give tight error bounds on these parameters. At times the errors accumulated in all these domains may cause visible artifacts, even though the surface deviation itself is properly constrained. We believe the most promising approach to measuring and bounding these attribute errors is to have a mapping between the original surface and the simplified surface. With such a mapping in hand, we are free to devise suitable methods for measuring and bounding each type of error.

Main Contribution

In this paper we present a new simplification algorithm, which computes a piece-wise linear mapping between the original surface and the simplified surface. The algorithm uses the edge collapse operation due to its simplicity, local control, and suitability for generating smooth transitions between levels of detail. We also present rigorous and complete algorithms for collapsing an edge to a vertex such that there are no local self-intersections. The algorithm keeps track of surface deviation from both the current level of detail as well as from the original surface. The main features of our approach are:
Successive Mapping:
This mapping between the levels of detail is a useful tool. We currently use the mapping in several ways: to measure the distance between the levels of detail before an edge collapse, to choose a location for the generated vertex that minimizes this distance, to accumulate an upper bound on the distance between the new level of detail and the original surface, and to map surface attributes to the simplified surface.

Tight Error Bounds:
Our approach can measure and minimize the error for surface deviation and is extendible to other attributes. These error bounds give guarantees on the shape of the simplified object and screen-space deviation.

Generality:
Portions of our approach can be easily combined with other algorithms, such as simplification envelopes. Furthermore, the algorithm for collapsing an edge into a vertex is rather general and does not restrict the vertex to lie on the original edge.

Surface Attributes:
Given an original surface with texture coordinates, our algorithm uses the successive mapping to compute appropriate texture coordinates for the simplified mesh. Other attributes such as color or surface normal can also be maintained with the mapping.

Continuum of Levels of Details:
The algorithm incrementally produces an entire spectrum of levels-of-details as opposed to a few discrete levels. Furthermore, the algorithm incrementally stores the error bounds for each level. Thus, the simplified model can be stored as a progressive mesh if desired.
The algorithm has been successfully applied to a number of models. These models consist of hundreds of parts and tens of thousands of polygons, including a Ford Bronco with 300 parts, a textured lion model and a textured wrinkled torus.

Further information, including the full paper, is available at http://www.cs.unc.edu/~geom/SUCC_MAP/