Textured Depth Meshes for Real-Time Rendering of Arbitrary Scenes

Stefan Jeschke, Michael Wimmer
Textured Depth Meshes for Real-Time Rendering of Arbitrary Scenes
In Rendering Techniques 2002 (Proceedings Eurographics Workshop on Rendering), pages 181-190. June 2002.

Information

Abstract

This paper presents a new approach to generate textured depth meshes (TDMs), an impostor-based scene representation that can be used to accelerate the rendering of static polygonal models. The TDMs are precalculated for a fixed viewing region (view cell).

The approach relies on a layered rendering of the scene to produce a voxel-based representation. Secondary, a highly complex polygon mesh is constructed that covers all the voxels. Afterwards, this mesh is simplified using a special error metric to ensure that all voxels stay covered. Finally, the remaining polygons are resampled using the voxel representation to obtain their textures.

The contribution of our approach is manifold: first, it can handle polygonal models without any knowledge about their structure. Second, only scene parts that may become visible from within the view cell are represented, thereby cutting down on impostor complexity and storage costs. Third, an error metric guarantees that the impostors are practically indistinguishable compared to the original model (i.e. no rubber-sheet effects or holes appear as in most previous approaches). Furthermore, current graphics hardware is exploited for the construction and use of the impostors.

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BibTeX

@inproceedings{Jeschke-2002-TDMR,
  title =      "Textured Depth Meshes for Real-Time Rendering of Arbitrary
               Scenes",
  author =     "Stefan Jeschke and Michael Wimmer",
  year =       "2002",
  abstract =   "This paper presents a new approach to generate textured
               depth meshes (TDMs), an impostor-based scene representation
               that can be used to accelerate the rendering of static
               polygonal models. The TDMs are precalculated for a fixed
               viewing region (view cell).  The approach relies on a
               layered rendering of the scene to produce a voxel-based
               representation. Secondary, a highly complex polygon mesh is
               constructed that covers all the voxels. Afterwards, this
               mesh is simplified using a special error metric to ensure
               that all voxels stay covered. Finally, the remaining
               polygons are resampled using the voxel representation to
               obtain their textures.  The contribution of our approach is
               manifold: first, it can handle polygonal models without any
               knowledge about their structure. Second, only scene parts
               that may become visible from within the view cell are
               represented, thereby cutting down on impostor complexity and
               storage costs. Third, an error metric guarantees that the
               impostors are practically indistinguishable compared to the
               original model (i.e. no rubber-sheet effects or holes appear
               as in most previous approaches). Furthermore, current
               graphics hardware is exploited for the construction and use
               of the impostors.",
  month =      jun,
  booktitle =  "Rendering Techniques 2002 (Proceedings Eurographics Workshop
               on Rendering)",
  editor =     "Paul Debevec and Simon Gibson",
  isbn =       "1-58133-534-3",
  location =   "Pisa, Italy",
  organization = "Eurographics",
  publisher =  "Eurographics Association",
  pages =      "181--190",
  keywords =   "Rendering, Walkthrough, Computer Graphics, Impostors",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2002/Jeschke-2002-TDMR/",
}