Spatial patches - A primitive for 3D model representation

Citation
D. Ivanov et Y. Kuzmin, Spatial patches - A primitive for 3D model representation, COMPUT GR F, 20(3), 2001, pp. C511
Citations number
15
Categorie Soggetti
Computer Science & Engineering
Journal title
COMPUTER GRAPHICS FORUM
ISSN journal
01677055 → ACNP
Volume
20
Issue
3
Year of publication
2001
Database
ISI
SICI code
0167-7055(2001)20:3<C511:SP-APF>2.0.ZU;2-4
Abstract
The commonly used solution for real-life 3D model representation is polygon al spatially consistent geometry, with texture, and, optionally, bump or di splacement maps attached. Although the idea of displacement mapping is well known, there are just a few approaches to its efficient implementation. In this paper we develop a technique that allows for efficient representation and rendering of 3D models by getting a new angle on the displacement mapp ing concept. We introduce a new primitive that is defined as the range imag e of a small part of the model's surface; therefore, it is called a spatial patch. The whole model is just a collection of patches with no connectivit y information between them. Such a representation can be directly acquired by 3D scanning machinery, and stored in a compact uniform form. It also all ows for efficient visualization, which is the major focus of this paper. Th us, we present the logical structure of a rendering unit based on conventio nal z-buffering, and discuss the involved algorithms in detail. These algor ithms benefit from modern features of computing units for which we believe the proposed technique can be used in a wide range of applications dealing with real-life 3D data.