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Efficient Fitting and Rendering
of Large Scattered Data Sets Using Subdivision Surfaces
Vincent
Scheib, Jörg Haber,
Ming
C. Lin, Hans-Peter Seidel
Eurographics 2002

Abstract
Paper & Presentation
Images
Videos
Links
Abstract
We present a method to efficiently construct
and render a smooth surface for approximation of large functional scattered
data. Using a subdivision surface framework and techniques from terrain
rendering, the resulting surface can be explored from any viewpoint while
maintaining high surface fairness and interactive frame rates. We show
the approximation error to be sufficiently small for several large data
sets. Our system allows for adaptive simplification and provides continuous
levels of detail, taking into account the local variation and distribution
of the data.
Paper & Presentation
EG2002-scheib.pdf
(2MB)
presentation.ppt
(2MB)
Images
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Dense
0.7 Million Points |
Fractal
1.0 Million Points |
| Data Point Distribution |
 |
 |
| Tessellation (without subdivision) |
 |
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| Tessellation (with subdivision) |
 |
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The Dense data set was purchased for use
from real world sampled data. The Fractal terrain was created from a 4000x4000
height field; created in Bryce and Photoshop, sampled randomly with bi-linear
interpolation in Matlab.
Videos
These videos were taken on the the following
system
Processor: Dual ~1495 Mhz
Intel Family 15 Model 0 Stepping 10 GenuineIntel
RAM: 2GB
Graphics Card: GeForce3,
64MB
OS: Microsoft Windows 2000
Professional
The paper shows timings for several platforms,
including ones with higher performance.
The videos are all MPEG1, and are divided
into three categories:
flythrough
The largest data sets are explored with
our new algorithm.
dense: real world data
videos/40MB-30fps/dense.mpg
videos/10MB-24fps/dense.mpg
fractal: generated data
videos/40MB-30fps/fractal.mpg
videos/10MB-24fps/fractal.mpg
technical
Split screen, one half with lighting only
(no texture). This demonstrates the that the curvature of the surface is
maintained. The right half displays highlighted edges so that subdivision
can be seen from the first person.
videos/40MB-30fps/smooth-and-tessellation.mpg
videos/10MB-24fps/smooth-and-tessellation.mpg
A third person point of view camera observes
the adaptive tessellation of the mesh based on viewpoint. Notice the different
subdivision schemes. The subdivision surface tessellation looks like spider
webs. This is the camera path exploring the fractal data set.
videos/40MB-30fps/tessellation.mpg
videos/10MB-24fps/tessellation.mpg
comparison
We compare our implementation with the
Bézier patches of Haber et al from VIS 2001. Both implementations
were run on the same machine and were tuned for best performance.
Our new method makes use of a pixel error
metric while the other implementation does not. For every video on this
disk a 1 pixel error maximum is used. Settings for the other implementation
were selected to equal visual quality.
Note the situations where the Bézier
patches, without adaptive tessellation, are under the most strain: when
the horizon is visible and the viewpoint is near the mesh.
dense: real world data
videos/40MB-30fps/dense-compare.mpg
videos/10MB-24fps/dense-compare.mpg
fractal: generated data
videos/40MB-30fps/fractal-compare.mpg
videos/10MB-24fps/fractal-compare.mpg
Links
GAMMA
research group
MPI
Saarbrücken AG4
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