Just In Time VRML Volume Rounding with Polyhedron Bevelling
David C. W. Poon, MSc thesis 1998
Abstract
Polyhedra are widely used as scene components in computer graphics. However, a problem
with true polyhedra, as compared to real-world polyhedral objects, is that they have
perfectly sharp edges and corners. A solution is to round the edges and corners to produce
a softer more natural look. This thesis presents Polyhedron Bevelling, a new fast
polygon-based volume rounding method with a simple roundness control. The thesis begins
with a user survey of how people perceive roundness, and suggests requirements for an
automatic volume rounding method. Two variants of polyhedron bevelling are developed, both
based on recursive mesh subdivision techniques. The first method introduces a partitioning
scheme to Catmull-Clark/Doo-Sabin subdivision to indirectly control the roundness of the
resultant shape. Although the method generates analytically-smooth surfaces, it suffers from
several construction limitations and stability problems if the desired roundness is large.
The second method makes use of straight skeletons, modifying the actual recursive mesh
subdivision to accomplish more directly the task of preserving planar regions. The result
is a more stable algorithm. Both methods produce excellent results on a wide range of input
meshes both in terms of execution speed and resultant quality. The final contribution of the
thesis is the development of a Just-In-Time (JIT) VRML volume rounding extension using the
polyhedron bevelling method. With this extension to VRML, rounded scene objects can be
described as an initial coarse object representation together with a rounding specification.
Polyhedron bevelling is executed just before rendering in real time. The file size required
for this JIT approach is typically only 1 - 2% of the size of a standard polygon-mesh
representation of the rounded object. The compactness of the design is a great advantage as
VRML is designed to work on the Internet, while today's scarce bandwidth severely constrains
the feasible scene complexity.
Thesis
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