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Slides For Blob

Slides For Blob. (made by me). Standard Blob Tree. Blob Tree With Cache Nodes. Cache Sampling Technique.

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Slides For Blob

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  1. Slides For Blob (made by me)

  2. Standard Blob Tree

  3. Blob Tree With Cache Nodes

  4. Cache Sampling Technique Lazy evaluation process at three consecutive points. For the first two points (left and center images), missing cache samples (empty circles) must be evaluated (filled circles) by traversing the subtree. All necessary cache samples are evaluated for the right point, so the subtree is not traversed.

  5. Reconstruction Filters • Tri-Linear • Fastest (only 8 samples) • Only C0 continuous • Results in gradient discontinuity • Interpolating filter • Tri-Quadratic (Barthe02, SMI Journal) • 27 samples required • Significantly more complex to evaluate • C1 continuous • Smooth gradient • Approximating filter, smooths out high frequencies

  6. Reconstruction Filters Example Tri-Linear Tri-Quadratic

  7. Sharp Feature Reconstruction Initial Field Tri-Linear Tri-Quadratic • Grid Resolution is 1283 • Tri-Linear accurately reconstructs on grid axis • Tri-Quadratic smooths everywhere

  8. Interactive Visualization • Tri-Linear is 2x faster and more accurate • But gradient is unacceptable • Gradient evaluation is only 10% of polygonization cost !! • Hybrid Solution: • Tri-Linear for field value • Tri-Quadratic for field gradient • Produces smooth-looking surface

  9. Variable Resolution 1283 163 323 643 • Resolutions are per-component (components are tail, body, and left hand) • Tri-quadratic reconstruction is used for value and gradient • (smoother surface at low resolution)

  10. Interaction Simulation Profiling • Test Description: • Move head of medusa model downinto body and then back up again • Full polygonization each frame! • 25 steps down, then 25 steps up • Repeated with and without hair • (Hair has ~6500 point primitives, about 60% of primitives in the model)

  11. Profiling Graph

  12. Local Re-Polygonization • Re-polygonize cubes in bounding box of modified region (interactive modification) ( Point / Hair Test involves moving a point primitive through the Medusa Hair component (6500 point primitives) )

  13. Images

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