Progressive Mesh in DirectX 2000160114 Seung ho Lee 2000160207 Hyun taek Kwon.
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Transcript of Progressive Mesh in DirectX 2000160114 Seung ho Lee 2000160207 Hyun taek Kwon.
ID3DXMesh interface
General Mesh interface Buffers
– Vertex Buffer– Index Buffer– Attribute Buffer
Functions– DrawSubset(DWORD n);
Implementation
Implement from ID3DXMesh Using Vertex Buffer and Index Buffer Class Gmesh Vertex Node Tree, History
1. Definitions (1)
- Active vertex, Active face
A vertex or face is active if it exists
in the selectively refined mesh Ms.
2. Refinement Criteria
(1) View frustumCoarsen regions outsize the view frustum
(2) Surface orientationCoarsen regions oriented away from viewer
(3) Screen-space geometric errorMakes the difference between approximate
surface M and the original M^ small
2. Refinement Criteria (3)
- DistanceThe distance between the approximate surface M and the original M^, when projected on the screen, is every where less than a screen-space tolerance r.
3. Implementation
- ListNode *ActiveVertexHead
double linked list of active vertex
- ListNode *RootVertexHeadDouble linked list of root vertex