Summary of Video Topics from Class on Thursday, February 3,
2000 for CSC274b
Naomi Fox
Real-time rendering of Massive Modeling
massive = 500 or more elements
Solution - layering approximations into 7 different levels of detail, with
the smallest being made up of only 500 triangles. As we move farther from
the object, we need less detail, and therefore less triangles to render
it. As we move closer, we need more detail so we see more triangles.
This saves time in rendering the object at different distances from it.
Hierarchal Structures
Hierarchal Backface Cutting
Portals and Mirrors - As we move around a room, we close up the
portals that are not within direct site so we do not have to waste
triangles to render what lies behind them. When we move the portal back
into direct site, it opens up.
Fast Display of Complex csg
Dynamic Texture-Based Simplification
Radiosity of textures - computes light on each polygon
OBB-Tree - A hierarchal structure
Interactive Boundary Computation of Boolean Combinations of Sculptures
Solids - model visualization with ray traced images
Metmorphosis of the cube:
Problem 1: Unfold a complex polyhedron into a polygon
Problem 2: Fold a simply polygon into a complex polyhedron
Geodesics and waves - the shorest curve is also the straightest curve
on a surface; light travels on geodesics
Correspondence between 3D Polyhedra for Metamorphosis
Correspondence Computation
Mesh Collapse Compression
Voronai-diagram
Uncluttered Force-directed Graph layouts
Kinetic Data Structures