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By John Talley
Gamasutra
CGDC Roundtable Report, May 1998

Features
CGDC '98 Roundtable Reports

Scalable Geometry Roundtable

Scalable geometry' seemed to be the buzzwords of the convention. This made attendance to anything dealing with scalable geometry very good. The three scalable geometry roundtable sessions were on both the programming and visual arts tracks, but were attended almost entirely by programmers. The artists that attended did provide an important point of view, but the discussions were mostly technical in nature.

Since there wasn't enough time to cover topics in detail, the discussions were generally kept at a conceptual level. The two hottest topics were Multi-Resolution-Meshes (of which the most well known type is a progressive mesh) and splines of various forms. Since many of the same subjects were visited several times throughout the various sessions the data below reflects a merging of all three hours. In no particular order, a list of topics covered and some of the ideas discussed follows.


Multi-Resolution-Meshes

Creation

Error Quadrics and/or Energy Preservation (progressive mesh)

The general consensus was that Error Quadrics were the best method to use. They are faster, easier to implement and generate better meshes for most implementations and models.


Data Structures

Tree structures, node elements, and methods for creation were discussed several times. Binary trees were the only stated implementation, which follows with edge collapsing being the only method used to generate the trees. Some discussion of data elements needed for view-dependent mesh refinement also took place.


Texture Coordinate and Other Material Preservation Problems

The material boundary preservation method used for Error Quadrics was shown. This method involves placing a boundary plane perpendicular to the surfaces at a material boundary. Methods for texture coordinate preservation ranged from locking down vertices to weighting child vertex coordinates to re-projecting textures for every vertex in the tree.


Artistic Control via Weighting and Clamping

The need for artistic control of the mesh reduction process was discussed several times. The methods currently in use involve weighting and/or clamping of vertices.


Simplification/Refinement

Non-View Dependent

Non-view dependent simplification methods in use today are generating a mesh with a specific polygon count.

View Dependent

View dependent simplification methods attempt to refine a mesh only in areas determined to be important from the given view point. Some of the view parameters discussed are listed below.

   Screen Size - This is maintained by comparing a bounding volumes screen size to a given tolerance.

   Silhouette Preservation- This is accomplished by comparing a vertex normal cone to the view direction and refining only if a portion of the cone shows that a child vertex may be a silhouette element.

   Back Facing - This is similar to Silhouette Preservation, but refining stops if the view cone is entirely back facing.

   View Frustum Culling- The mesh is refined only if the bounding volume is in the view frustum to avoid processing portions of a mesh that are not visible.


Animation

How do you animate a continuous skinned MRM?
Very little work had been done in this area, but the approaches that have been used and were discussed are very similar to traditional animation methods.


Spline/Patch Meshes

Tessellation

Subdivision
This seems to have been the preferred method of patch tessellation in shipping products to date. The problems of recursion associated with this method were discussed.

Strip Creation
There was little experience in this area. The primary discussion revolved around crack prevention.

Crack Prevention
Crack prevention by boarder preservation and interior resolution was discussed several times. The prevention of cracks through subdivision methods was also discussed.

See Terrain below


Terrain/Height Fields

Adaptive Tessellation of Height Fields

(Lindstrom paper from SIGGRAPH 96)

The Lindstrom paper was a very popular subject. It seems as though many people have implemented a version of this technique. It was unclear as to whether anyone had actually used this in production though.

Patch Based Terrain

Subdivision

Methods for terrain patch subdivision were discussed. In particular, crack prevention during the subdivision of patches was discussed several times.

H-Splines

There was some interest in the use of H-Splines for representing terrain. Other than fractal based terrain modeling there was no experience with this however.

Tools

Getting patch data

Extracting patch data from several modeling packages was discussed, but no detailed information came out about any implementation.

Viewing or previewing MRMs

The need for an artist to preview a Multi-Resolution Mesh, especially when artistic control parameters are available, was discussed.

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