The development of level of detail (LOD) technique in 3D computer graphics application
Drastic growth in computer simulation complexity and 3D scanning technology has boosted the size of geometry data sets used in visualization. Conventional (in-core) simplification techniques are sufficient in data reduction to accelerate graphics rendering. However, some powerful graphics workstatio...
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| Format: | Monograph |
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Faculty of Computer Science and Information System
2009
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| Online Access: | http://eprints.utm.my/9310/ |
| _version_ | 1848891836173647872 |
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| author | Ismail, Nor Anita Fairos Daman, Daut Mohd. Rahim, Mohd. Shafry |
| author_facet | Ismail, Nor Anita Fairos Daman, Daut Mohd. Rahim, Mohd. Shafry |
| author_sort | Ismail, Nor Anita Fairos |
| building | UTeM Institutional Repository |
| collection | Online Access |
| description | Drastic growth in computer simulation complexity and 3D scanning technology has boosted the size of geometry data sets used in visualization. Conventional (in-core) simplification techniques are sufficient in data reduction to accelerate graphics rendering. However, some powerful graphics workstations are sometimes unable to load or even generate the smooth rendering of these extremely large data. In this thesis, out-of-core simplification algorithm is introduced to overcome the limitation of conventional technique. Surface attributes such as normals, colors and textures, which are essentials to bring out the beauty of 3D object are preserved and discussed. The first process is to convert the input data into a memory efficient format. Next, the datasets are organized in an octree structure and later the partitioned meshes are kept in secondary memory (hard disk). Subsequently, submeshes are simplified using a new variation of vertex clustering technique. In order to maintain the surface attributes, a vertex clustering technique that collapses all triangles in every leaf node using the generalized quadric error metrics is introduced. Unlike any other vertex clustering methods, the knowledge of neighbourhood between nodes is unnecessary and the node simplification is performed independently. This simplification is executed recursively until a desired levels of detail is achieved. During run-time, the visible mesh is rendered based on the distance criterion by extracting the required data from the previously generated octree structure. The evaluated experiments show that the simplification is greatly controlled by octrees subdivision level and end node size. The finer the octree, the finer will be the mesh being generated. Overall, the proposed algorithm is capable in simplifying large viii datasets with pleasant quality and relatively fast. The system can run efficiently on low cost personal computer with small memory footprint. |
| first_indexed | 2025-11-15T21:04:17Z |
| format | Monograph |
| id | utm-9310 |
| institution | Universiti Teknologi Malaysia |
| institution_category | Local University |
| last_indexed | 2025-11-15T21:04:17Z |
| publishDate | 2009 |
| publisher | Faculty of Computer Science and Information System |
| recordtype | eprints |
| repository_type | Digital Repository |
| spelling | utm-93102017-09-02T08:32:25Z http://eprints.utm.my/9310/ The development of level of detail (LOD) technique in 3D computer graphics application Ismail, Nor Anita Fairos Daman, Daut Mohd. Rahim, Mohd. Shafry QA75 Electronic computers. Computer science Drastic growth in computer simulation complexity and 3D scanning technology has boosted the size of geometry data sets used in visualization. Conventional (in-core) simplification techniques are sufficient in data reduction to accelerate graphics rendering. However, some powerful graphics workstations are sometimes unable to load or even generate the smooth rendering of these extremely large data. In this thesis, out-of-core simplification algorithm is introduced to overcome the limitation of conventional technique. Surface attributes such as normals, colors and textures, which are essentials to bring out the beauty of 3D object are preserved and discussed. The first process is to convert the input data into a memory efficient format. Next, the datasets are organized in an octree structure and later the partitioned meshes are kept in secondary memory (hard disk). Subsequently, submeshes are simplified using a new variation of vertex clustering technique. In order to maintain the surface attributes, a vertex clustering technique that collapses all triangles in every leaf node using the generalized quadric error metrics is introduced. Unlike any other vertex clustering methods, the knowledge of neighbourhood between nodes is unnecessary and the node simplification is performed independently. This simplification is executed recursively until a desired levels of detail is achieved. During run-time, the visible mesh is rendered based on the distance criterion by extracting the required data from the previously generated octree structure. The evaluated experiments show that the simplification is greatly controlled by octrees subdivision level and end node size. The finer the octree, the finer will be the mesh being generated. Overall, the proposed algorithm is capable in simplifying large viii datasets with pleasant quality and relatively fast. The system can run efficiently on low cost personal computer with small memory footprint. Faculty of Computer Science and Information System 2009-03-31 Monograph NonPeerReviewed Ismail, Nor Anita Fairos and Daman, Daut and Mohd. Rahim, Mohd. Shafry (2009) The development of level of detail (LOD) technique in 3D computer graphics application. Project Report. Faculty of Computer Science and Information System, Skudai, Johor. (Unpublished) https://www.researchgate.net/publication/44161206_The_Development_of_Level_of_Detail_LOD_Technique_in_3D_Computer_Graphics_Application |
| spellingShingle | QA75 Electronic computers. Computer science Ismail, Nor Anita Fairos Daman, Daut Mohd. Rahim, Mohd. Shafry The development of level of detail (LOD) technique in 3D computer graphics application |
| title | The development of level of detail (LOD) technique in 3D computer graphics application |
| title_full | The development of level of detail (LOD) technique in 3D computer graphics application |
| title_fullStr | The development of level of detail (LOD) technique in 3D computer graphics application |
| title_full_unstemmed | The development of level of detail (LOD) technique in 3D computer graphics application |
| title_short | The development of level of detail (LOD) technique in 3D computer graphics application |
| title_sort | development of level of detail (lod) technique in 3d computer graphics application |
| topic | QA75 Electronic computers. Computer science |
| url | http://eprints.utm.my/9310/ http://eprints.utm.my/9310/ |