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Bumpmapping on Simplified Meshes

Introduction

In todays graphics applications like CAD and finite element (FE) visualization we have to deal with permanently increasing needs for drawing high resolution meshes at interactive frame rates. An obvious and often practiced way to achieve this goal is to reduce the number of triangles and thus the resolution of the original mesh where the loss is barely visible.
The major problem of simplified meshes is that lots of structures get lost with increasing degree of reduction. One solution is to represent these details through texturing the coarse mesh with the lighting information of the fine one which leads to a visual result comparable to bumpmaps.


Hardware Acceleration

OpenGL 1.2 provides facilities to implement full Phong-Blinn model lighting in Hardware. We preserve the normal information of the original model in a 2D texture which is laid over the reduced mesh. With the aid of various ColorMatrix and ColorTable functions we are able to achieve hardware accelerated lighting of the normal texture. These features can also be found wired in the upcoming graphics cards generation, still our algorithm has some advantages, e.g. it allows arbitrary shiny coefficients and runs on every OpenGL 1.2 compliant hardware.


Textures

The normal information of the fine mesh is stored in texture patches, one patch for each coarse triangle. The alignment of a patch is optimized regarding size and quality of the resampled result. Finally, all patches are packed together into one large texture. This needs some efforts to achieve dense packing respectively to waste as least amount of texture memory as possible.


Results

Here you can see some pictures of the results (click on the picture to load the next one).


Contact

Dirc Rose, Room 2.115


References

D. Rose and Th. Ertl,
Rendering Details on Simplified Meshes by Texture Based Shading.
In Workshop on Vision, Modelling, and Visualization VMV '00, pages 239-245. infix, 2000.

R. Westermann and Th. Ertl,
Efficiently Using Graphics Hardware in Volume Rendering Applications.
In Proc. SIGGRAPH '98, pages 169-176, 1998.

P. Cignoni, C. Montani, C. Rocchini, and R. Scopigno,
A general method for preserving attribute values on simplified meshes.
In Proc. Visualization '98, pages 59-66, 1998.



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