This Article 
 Bibliographic References 
 Add to: 
Uniform Remeshing with an Adaptive Domain: A New Scheme for View-Dependent Level-of-Detail Rendering of Meshes
May/June 2005 (vol. 11 no. 3)
pp. 306-316
We present a new algorithm for view-dependent level-of-detail rendering of meshes. Not only can it effectively resolve complex geometry features similar to edge collapse-based schemes, but it also produces meshes that modern graphics hardware can render efficiently. This is accomplished through a novel hybrid approach: For each frame, we view-dependently refine the progressive mesh (PM) representation of the original mesh and use the output as the base domain of uniform regular refinements. The algorithm exploits frame-to-frame coherence and only updates portions of the output mesh corresponding to modified domain triangles. The PM representation is built using a custom volume preservation-based error function. A simple k-d tree enhanced jump-and-walk scheme is used to quickly map from the dynamic base domain to the original mesh during regular refinements. In practice, the PM refinement provides a view-optimized base domain for later regular refinements. The regular refinements ensure almost-everywhere regularity of output meshes, allowing optimization for vertex cache coherence and caching of geometry data in high-performance graphics memory. Combined, they also have the effect of allowing our algorithm to operate on uniform clusters of triangles instead of individual ones, reducing CPU workload.

[1] J. Levenberg, “Fast View-Dependent Level-of-Detail Rendering Using Cached Geometry,” Proc. IEEE Visualization 2002, Oct. 2002.
[2] A.A. Pomeranz, “ROAM Using Surface Triangle Clusters (RUSTiC),”, Master's thesis, Center for Image Processing and Integrated Computing, Univ. of California, Davis, 2000.
[3] P. Lindstrom and V. Pascucci, “Visualization of Larget Terrain Made Easy,” Proc. IEEE Visualization 2001, pp. 363-370, Oct. 2001.
[4] M. Duchaineau, M. Wolinsky, D.E. Sigeti, M.C. Miller, C. Aldrich, and M.B. Mineev-Weinstein, “ROAMing Terrain: Real-Time Optimally Adapting Meshes,” Proc. IEEE Visualization '97, pp. 81-88, Nov. 1997.
[5] J. Kim and S. Lee, “Truly Selective Refinement of Progressive Meshes,” Graphics Interface, 2001.
[6] C. Erikson, D. Manocha, and W.V. Barter III, “HLODs for Faster Display of Large Static and Dynamic Environments,” Proc. 2001 ACM Symp. Interactive 3D Graphics, pp. 111-120, Mar. 2001.
[7] J. El-Sana and A. Varshney, “Generalized View-Dependent Simplification,” Computer Graphics Forum, vol. 18, no. 3, pp. 83-94, Sept. 1999.
[8] H. Hoppe, “View-Dependent Refinement of Progressive Meshes,” Proc. SIGGRAPH '97, pp. 189-198, Aug. 1997.
[9] D. Luebke and C. Erikson, “View-Dependent Simplification of Arbitrary Polygonal Environments,” Proc. SIGGRAPH '97, pp. 199-208, Aug. 1997.
[10] J.C. Xia and A. Varshney, “Dynamic View-Dependent Simplification for Polygonal Models,” Proc. IEEE Visualization '96, pp. 327-334, Oct.-Nov. 1996.
[11] J. El-Sana, E. Azanli, and A. Varshney, “Skip Strips: Maintaining Triangle Strips for View-Dependent Rendering,” Proc. IEEE Visualization '99, pp. 131-139, 1999.
[12] A.W.F. Lee, W. Sweldens, P. Schröder, L. Cowsar, and D. Dobkin, “MAPS: Multiresolution Adaptive Parameterization of Surfaces,” Proc. SIGGRAPH '98, pp. 95-104, July 1998.
[13] I. Guskov, A. Khodakovsky, P. Schröder, and W. Sweldens, “Hybrid Meshes: Multiresolution Using Regular and Irregular Refinement,” Proc. 18th Ann. Symp. Computational Geometry, pp. 264-272, 2002.
[14] H. Hoppe, “Smooth View-Dependent Level-of-Detail Control and Its Application to Terrain Rendering,” Proc. IEEE Visualization '98, pp. 35-42, Oct. 1998.
[15] J. El-Sana and E. Bachmat, “Optimized View-Dependent Rendering for Large Polygonal Datasets,” Proc. IEEE Visualization 2002, Oct.-Nov. 2002.
[16] P. Cignoni, F. Ganovelli, E.G.F. Marton, F. Ponchio, and R. Scopigno, “BDAM: Batched Dynamic Adaptive Meshes for High Performance Terrain Visualization,” Proc. Eurographics 2003, pp. 505-514, Sept. 2003.
[17] P. Cignoni, F. Ganovelli, E. Gobbetti, F. Marton, F. Ponchio, and R. Scopigno, “Adaptive TetraPuzzles— Efficient Out-of-Core Construction and Visualization of Gigantic Polygonal Models,” ACM Trans. Graphics, vol. 23, no. 3, Aug. 2004.
[18] S.-E. Yoon, B. Salomon, R. Gayle, and D. Manocha, “Quick-vdr: Interactive View-Dependent Rendering of Massive Models,” Proc. IEEE Visualization 2004, pp. 131-138, 2004.
[19] P. Lindstrom and G. Turk, “Fast and Memory Efficient Polygonal Simplification,” Proc. Conf. Visualization '98, pp. 279-286, 1998.
[20] H. Hoppe, “Progressive Meshes,” Proc. SIGGRAPH '96, pp. 99-108, Aug. 1996.
[21] P.V. Sander, J. Snyder, S.J. Gortler, and H. Hoppe, “Texture Mapping Progressive Meshes,” Proc. 28th Ann. Conf. Computer Graphics and Interactive Techniques, pp. 409-416, 2001.
[22] M. Garland, “Quadric-Based Polygonal Surface Simplification,” PhD dissertation, School of Computer Science, Carnegie Mellon Univ., May 1999.
[23] M. Eck, T. DeRose, T. Duchamp, H. Hoppe, M. Lounsbery, and W. Stuetzle, “Multiresolution Analysis of Arbitrary Meshes,” Proc. SIGGRAPH '95, pp. 173-182, 1995.
[24] B. Lévy, S. Petitjean, N. Ray, and J. Maillot, “Least Squares Conformal Maps for Automatic Texture Atlas Generation,” Proc. 29th Ann. Conf Computer Graphics and Interactive Techniques, pp. 362-371, 2002.
[25] M. Desbrun, M. Meyer, and P. Alliez, “Intrinsic Parameterizations of Surface Meshes,” Computer Graphics Forum, vol. 21, no. 3, pp. 209-218, 2002.
[26] M.S. Floater and K. Hormann, “Surface Parameterization: A Tutorial and Survey,” Advances on Multiresolution in Geometric Modelling, N. Dodgson, M.S. Floater, and M.A. Sabin, eds., Heidelberg: Springer-Verlag, 2003.
[27] M.S. Floater, “Parametrization and Smooth Approximation of Surface Triangulations,” Computer Aided Geometric Design, vol. 14, pp. 231-250, 1997.
[28] L. Devroye, E.P. Mücke, and B. Zhu, “A Note on Point Location in Delaunay Triangulations of Random Points,” Algorithmica, vol. 22, no. 4, pp. 477-482, Dec. 1998.
[29] E.P. Mücke, I. Saias, and B. Zhu, “Fast Randomized Point Location without Preprocessing in Two- and Three-Dimensional Delaunay Triangulations,” Computational Geometry Theory & Applications, vol. 12, nos. 1-2, pp. 63-83, Feb. 1999.
[30] P. Lindstrom and G. Turk, “Image-Driven Simplification,” ACM Trans. Graphics, 2000.
[31] N. Aspert, D. Santa-Cruz, and T. Ebrahimi, “Mesh: Measuring Errors between Surfaces Using the Hausdorff Distance,” Proc. IEEE Int'l Conf. Multimedia and Expo, vol. I, pp. 705-708, 2002.
[32] A. Lee, H. Moreton, and H. Hoppe, “Displaced Subdivision Surfaces,” Proc. ACM SIGGRAPH 2000, pp. 85-94, July 2000.
[33] I. Guskov, K. Vidimce, W. Sweldens, and P. Schröder, “Normal Meshes,” Proc. ACM SIGGRAPH 2000, pp. 95-102, July 2000.
[34] J. Stam, “Exact Evaluation of Catmull-Clark Subdivision Surfaces at Arbitrary Parameter Values,” Proc. SIGGRAPH '98, pp. 395-404, July 1998.
[35] M. Woo, J. Neider, and T. Davis, OpenGL Programming Guide: The Official Guide to Learning OpenGL Version 1.1, second ed. Addison-Wesley, 1997.
[36] OpenGL Architecture Review Board, OpenGL Reference Manual, second ed. Addison-Wesley, 1996.

Index Terms:
Level-of-detail, view-dependent meshes, remeshing, multiresolution representation, frame-to-frame coherence.
Yuanchen Zhu, "Uniform Remeshing with an Adaptive Domain: A New Scheme for View-Dependent Level-of-Detail Rendering of Meshes," IEEE Transactions on Visualization and Computer Graphics, vol. 11, no. 3, pp. 306-316, May-June 2005, doi:10.1109/TVCG.2005.50
Usage of this product signifies your acceptance of the Terms of Use.