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10/23/2001 CS 638, Fall 2001 Today • Terrain Terrain LOD

Today

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Today. Terrain Terrain LOD. Terrain LOD. As you have heard by now, terrain poses problems for static LOD methods Must have high resolution in the near field, and low resolution in the distance, all in one model Dynamic LOD methods are the answer - PowerPoint PPT Presentation

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10/23/2001 CS 638, Fall 2001

Today

• Terrain– Terrain LOD

10/23/2001 CS 638, Fall 2001

Terrain LOD

• As you have heard by now, terrain poses problems for static LOD methods– Must have high resolution in the near field, and low

resolution in the distance, all in one model

• Dynamic LOD methods are the answer– All based on the idea of cuts through a tree of potential

simplifications

• We will discuss the ROAM algorithm in detail– Other algorithms are similar in style, but this is the best

10/23/2001 CS 638, Fall 2001

Terrain is Easier!

• Assumption: We are starting with a height field defined on a regular grid– Assume it’s a square to make it easier

– We can mesh it by forming triangles with the data points

• The data is highly structured– Every data point has the same number of neighbors

– Every triangle can be the same size

– Hence, the tree of possible simplifications is very regular

• Still, multiple possibilities exist for the triangulation and the simplification operations

10/23/2001 CS 638, Fall 2001

Triangle Bintrees

• Binary trees in which:– Each node represents a right-angled isosceles triangle

– Each node has two children formed by splitting from the right angle vertex to the midpoint of the baseline

– The leaf nodes use vertices from the original height field

• Another way to build a spatial partitioning tree, but particularly well suited to simplification algorithms– Easy to maintain neighbor information

– Easy to avoid T-vertices

10/23/2001 CS 638, Fall 2001

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Triangle Bintree Example

10/23/2001 CS 638, Fall 2001

Bintree Data Structure

• Parent and child pointers

• Neighbors– A left neighbor, a right neighbor, and a base neighbor– Note that the base and right angle give us a way to orient the triangle– Neighbors are not necessarily at your own level

• Later, error bounds that say how much variation in height there is in your children

10/23/2001 CS 638, Fall 2001

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Cuts

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Neighbors

• 5: left neighbor 6, right neighbor 9• 6: left neighbor 8, right neighbor 5• 7: left neighbor 8, base neighbor 10• 8: base neighbor 6, right neighbor 7• 9: base neighbor 5, left neighbor 10• 10: base neighbor 7, right neighbor 9

• Note that 8 is 6’s left neighbor but 6 is 8’s base neighbor– If you are someone’s left/right/base neighbor they are not always

your right/left/base neighbor

• In other words, neighbors need not come from the same level in the tree

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Not All Cuts Are Created Equal

Note the T-vertex - causes cracks in rendering

10/23/2001 CS 638, Fall 2001

Generating Cuts

• Cuts are generated by a sequence of split or merge steps– Split: Drop the cut below to include your children– Merge: Lift the cut up above two children

• To avoid T-vertices, some splits lead to other, forced, splits

• An LOD algorithm chooses which steps to apply to generate a particular triangle count or error rate

10/23/2001 CS 638, Fall 2001

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A Split

• A split cuts a triangle in two by splitting its base edge– If the base edge is on a boundary, just split, as shown

– If the base edge is shared, additional splits are forced

• Add a new triangle to the mesh

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10/23/2001 CS 638, Fall 2001

Forced Splits

• Triangles are always split along their base

• Hence, must also be able to split the base neighbor – Requires neighbors to be

mutual base neighbors

– If they are not base neighbors, even more splits are needed

– Simple recursive formulation

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Merges

• A diamond is a merge candidate if the children of it’s members are in the triangulation– The children of the 7-10 diamond below are candidates– Look for parents of sibling leaf nodes that are base neighbors or

have no base neighbors

• Reduces the triangle count21

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10/23/2001 CS 638, Fall 2001

Refinement LOD Algorithm

• Start with the base mesh• Repeatedly split triangles until done

– Stop when a specific triangle count is reached, or …– Stop when error is below some amount

• To guide the split order, assign priorities to each split and always do the one with the highest priority– After each split, update priorities of affected triangles– Sample priority: High priority to splits that will reduce big errors

• What is the complexity of this? (Roughly)• A similar algorithm works by simplifying the mesh through

merge operations. Why choose one over the other?

10/23/2001 CS 638, Fall 2001

Refinement Notes

• If the priorities are monotonic, then the resulting terrain is optimal– Monotonic: Priorities of children are not larger than that of their

parent

• Priorities can come from many sources:– In or out of view, silhouette, projected error, under a vehicle, line of

sight, …

• Does not exploit coherence: As the view moves over the terrain, the triangulation isn’t likely to change much

• We should be able to start with the existing triangulation, and modify it to produce the new optimal triangulation

10/23/2001 CS 638, Fall 2001

Dual Queue Optimization

• Have the split queue, as before• Have a merge queue:

– Queue of potential merges, with priority as the max of the split priority for the triangles in each merge

• Repeat until target size/accuracy and the max split priority is less than the min merge priority– If the mesh is too large/accurate, do the optimal merge

• Update data structures appropriately

– Otherwise, do the optimal split• Update data structures appropriately

10/23/2001 CS 638, Fall 2001

Why Does it Work?

• The merge queue priorities tell you how much error you would add by doing each merge

• The split queue tells you how much error you would remove by doing each split

• A merge frees up two triangles, while a split takes at least one• If you can free some triangles with a merge and use them with a

more effective split, then you win– The min in the merge queue is the least error you can add with a merge– The max in the split queue is the most error you can remove with a split– If you can trade a split for a merge and save some error, then do it

10/23/2001 CS 638, Fall 2001

Projected Error Metrics

• Idea is to figure out how far a sequence of merges moves the terrain from its original correct location– Measured in screen space, which is what the viewer sees

• Start with bounds in world space, and then project the bounds at run-time– World space bounds are view independent

– Projected screen space bounds are view dependent

10/23/2001 CS 638, Fall 2001

World Space Bounds

• With terrain, merge only moves points up or down• Bound how far a point can move with a wedgie

– A bintree triangle extruded up and down to contain its children– Defined by d, the thickness of the extrusion

• Fast to compute, so works for dynamic terrain– Important for explosion craters and the like

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10/23/2001 CS 638, Fall 2001

Performance Bottlenecks

• Storing and managing priorities for out-of-view triangles is a waste of time– Do standard frustum culling to identify them

• Sending individual triangles is wasteful– Build strips as triangles are split and merged

• Naively, at every frame, wedgies must be projected, new priorities computed and the queues re-sorted– Use the viewer’s velocity to bound the number of frames before a

priority could possibly make it to the top of a heap– Delay recomputation until then

• Priority queue: Bin priorities to reduce sorting cost– At low priorities, order within bins doesn’t matter

10/23/2001 CS 638, Fall 2001

Additional Enhancements

• Stop processing after a certain amount of time– Easily done: just stop processing the next split or merge

– Result no longer optimal, but probably not bad

• Cost of dual queue algorithm depends on the number of steps required to change one mesh into another– Check ahead of time how many steps might be required

– If too may, just rebuild mesh from scratch using refinement algorithm

• Can get accurate line-of-sight or under-vehicle height by manipulating priorities to force certain splits

10/23/2001 CS 638, Fall 2001

Other Algorithms

• Algorithm from Lindstrom et al is essentially the same idea as the ROAM refinement algorithm– Based on square blocks of (triangulated) terrain

• Makes determining forced splits harder

– Slightly different error bounds

• An algorithm from the game community:– For a particular split operation, the viewer distance is the primary

error factor– For each split, store distance at which it should occur– Check current mesh on each frame for splits/merges according to

viewer distance– Non-optimal, but gets rid of priority queues (the big cost)

10/23/2001 CS 638, Fall 2001

Midterm Info

• Thursday in class• Bring in:

– Something to write with

– A ruler (it will be helpful)

– A double sided letter sized sheet with anything on it (except things that increase the surface area)

10/23/2001 CS 638, Fall 2001

Project Next Stage

• LithTech does almost everything we have talked about in the last six weeks

• So, the next stage is going to be done mostly in OpenGL (or similar)– Light maps

– Stencil-buffer shadow volume algorithms

• LOD in LithTech