Progressive meshes is one of the techniques of dynamic level of detail (LOD). This technique was introduced by Hugues Hoppe in 1996. [1] This method uses saving a model to the structure - the progressive mesh, which allows a smooth choice of detail levels depending on the current view. Practically, this means that it is possible to display whole model with the lowest level of detail at once and then it gradually shows even more details. Among the disadvantages belongs considerable memory consumption. The advantage is that it can work in real time. Progressive meshes could be used also in other areas of computer technology such as a gradual transfer of data through the Internet or compression. [2]
A progressive mesh is a data structure which is created as the original model of the best quality simplifies a suitable decimation algorithm, which removes step by step some of the edges in the model (edge-collapse operation). It is necessary to undertake as many simplifications as needed to achieve the minimal model. The resultant model, in a full quality, is then represented by the minimal model and by the sequence of inverse operations to simplistic (vertex split operation). This forms a hierarchical structure which helps to create a model in the chosen level of detail.
This simplistic operation - ecol takes two connected vertices and replaces them with a single vertex. Two triangles {vs, vt, vl} and {vt, vs, vr} which were connected by the edge are also removed during this operation.
Vertex split (vsplit) is the inverse operation to the edge collapse that divides the vertex into two new vertices. Therefore, a new edge {vt, vs} and two new triangles {vs, vt, vl} and {vt, vs, vr} arise.
In mathematics and computational geometry, a Delaunay triangulation for a given set P of discrete points in a general position is a triangulation DT(P) such that no point in P is inside the circumcircle of any triangle in DT(P). Delaunay triangulations maximize the minimum of all the angles of the triangles in the triangulation; they tend to avoid sliver triangles. The triangulation is named after Boris Delaunay for his work on this topic from 1934.
Gouraud shading, named after Henri Gouraud, is an interpolation method used in computer graphics to produce continuous shading of surfaces represented by polygon meshes. In practice, Gouraud shading is most often used to achieve continuous lighting on triangle meshes by computing the lighting at the corners of each triangle and linearly interpolating the resulting colours for each pixel covered by the triangle. Gouraud first published the technique in 1971.
Texture mapping is a method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color.
Shading refers to the depiction of depth perception in 3D models or illustrations by varying the level of darkness. Shading tries to approximate local behavior of light on the object's surface and is not to be confused with techniques of adding shadows, such as shadow mapping or shadow volumes, which fall under global behavior of light.
Skeletal animation or rigging is a technique in computer animation in which a character is represented in two parts: a surface representation used to draw the character and a hierarchical set of interconnected parts, a virtual armature used to animate the mesh. While this technique is often used to animate humans and other organic figures, it only serves to make the animation process more intuitive, and the same technique can be used to control the deformation of any object—such as a door, a spoon, a building, or a galaxy. When the animated object is more general than, for example, a humanoid character, the set of "bones" may not be hierarchical or interconnected, but simply represent a higher-level description of the motion of the part of mesh it is influencing.
In 3D computer graphics and solid modeling, a polygon mesh is a collection of vertices, edges and faces that defines the shape of a polyhedral object. The faces usually consist of triangles, quadrilaterals (quads), or other simple convex polygons (n-gons), since this simplifies rendering, but may also be more generally composed of concave polygons, or even polygons with holes.
In the field of 3D computer graphics, a subdivision surface is a curved surface represented by the specification of a coarser polygon mesh and produced by a recursive algorithmic method. The curved surface, the underlying inner mesh, can be calculated from the coarse mesh, known as the control cage or outer mesh, as the functional limit of an iterative process of subdividing each polygonal face into smaller faces that better approximate the final underlying curved surface. Less commonly, a simple algorithm is used to add geometry to a mesh by subdividing the faces into smaller ones without changing the overall shape or volume.
In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as shading. Shaders have evolved to perform a variety of specialized functions in computer graphics special effects and video post-processing, as well as general-purpose computing on graphics processing units.
In computer graphics, level of detail (LOD) refers to the complexity of a 3D model representation. LOD can be decreased as the model moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or position. LOD techniques increase the efficiency of rendering by decreasing the workload on graphics pipeline stages, usually vertex transformations. The reduced visual quality of the model is often unnoticed because of the small effect on object appearance when distant or moving fast.
In 3D computer graphics, polygonal modeling is an approach for modeling objects by representing or approximating their surfaces using polygon meshes. Polygonal modeling is well suited to scanline rendering and is therefore the method of choice for real-time computer graphics. Alternate methods of representing 3D objects include NURBS surfaces, subdivision surfaces, and equation-based representations used in ray tracers.
Geometry processing, or mesh processing, is an area of research that uses concepts from applied mathematics, computer science and engineering to design efficient algorithms for the acquisition, reconstruction, analysis, manipulation, simulation and transmission of complex 3D models. As the name implies, many of the concepts, data structures, and algorithms are directly analogous to signal processing and image processing. For example, where image smoothing might convolve an intensity signal with a blur kernel formed using the Laplace operator, geometric smoothing might be achieved by convolving a surface geometry with a blur kernel formed using the Laplace-Beltrami operator.
In computer graphics, a triangle strip is a subset of triangles in a triangle mesh with shared vertices, and is a more memory-efficient method of storing information about the mesh. They are more efficient than un-indexed lists of triangles, but usually equally fast or slower than indexed triangle lists. The primary reason to use triangle strips is to reduce the amount of data needed to create a series of triangles. The number of vertices stored in memory is reduced from 3N to N + 2, where N is the number of triangles to be drawn. This allows for less use of disk space, as well as making them faster to load into RAM.
In computer graphics, a triangle mesh is a type of polygon mesh. It comprises a set of triangles that are connected by their common edges or vertices.
In 3D computer graphics, a Doo–Sabin subdivision surface is a type of subdivision surface based on a generalization of bi-quadratic uniform B-splines, whereas Catmull-Clark was based on generalized bi-cubic uniform B-splines. The subdivision refinement algorithm was developed in 1978 by Daniel Doo and Malcolm Sabin.
A vertex in computer graphics is a data structure that describes certain attributes, like the position of a point in 2D or 3D space, or multiple points on a surface.
Additive manufacturing file format (AMF) is an open standard for describing objects for additive manufacturing processes such as 3D printing. The official ISO/ASTM 52915:2016 standard is an XML-based format designed to allow any computer-aided design software to describe the shape and composition of any 3D object to be fabricated on any 3D printer via a computer-aided manufacturing software. Unlike its predecessor STL format, AMF has native support for color, materials, lattices, and constellations.
A mesh is a representation of a larger geometric domain by smaller discrete cells. Meshes are commonly used to compute solutions of partial differential equations and render computer graphics, and to analyze geographical and cartographic data. A mesh partitions space into elements over which the equations can be solved, which then approximates the solution over the larger domain. Element boundaries may be constrained to lie on internal or external boundaries within a model. Higher-quality (better-shaped) elements have better numerical properties, where what constitutes a "better" element depends on the general governing equations and the particular solution to the model instance.
In 3D computer graphics, popping refers to an undesirable visual effect that occurs when the transition of a 3D object to a different pre-calculated level of detail (LOD) is abrupt and obvious to the viewer. The LOD-ing algorithm reduces the geometrical complexity of a 3D object the further it is from the viewer and returns that lost complexity as the viewer gets closer to the 3D object, causing it to pop as it becomes suddenly more detailed. The LOD-ing algorithms can depend on more factors than just distance from the viewer, but it is often the primary factor that is considered. Popping is most obvious when switching between different LODs directly without intermediate steps. Techniques like geomorphing and LOD blending can reduce visual popping significantly by making the transitions more gradual.
In computer graphics, tessellation is the dividing of datasets of polygons presenting objects in a scene into suitable structures for rendering. Especially for real-time rendering, data is tessellated into triangles, for example in OpenGL 4.0 and Direct3D 11.
This is a glossary of terms relating to computer graphics.