i
i
i
i
i
i
i
i
686 14. Acceleration Algorithms
the quality is not as good as a true alpha fade, screen-door transparency
means that no sorting is necessary.
CLODs and Geomorph LODs
The process of mesh simplification canbeusedtocreatevariousLOD
models from a single complex object. Algorithms for performing this sim-
plification are discussed in Section 12.5.1. One approach is to create a set
of discrete LODs and use these as discussed previously. However, edge
collapse methods have an interesting property that allows other ways of
making a transition between LODs.
A model has two fewer polygons after each edge collapse operation is
performed. What happens in an edge collapse is that an edge is shrunk un-
til its two endpoints meet and it disappears. If this process is animated, a
smooth transition occurs between the original model and its slightly simpli-
fied version. For each edge collapse, a single vertex is joined with another.
Over a series of edge collapses, a set of vertices move to join other vertices.
By storing the series of edge collapses, this process can be reversed, so that
a simplified model can be made more complex over time. The reversal of
an edge collapse is called a vertex split. So one way to change the level of
detail of an object is to precisely base the number of polygons visible on
the LOD selection value. At 100 meters away, the model might consist of
1000 polygons, and moving to 101 meters, it might drop to 998 polygons.
Such a scheme is called a continuous level of detail (CLOD) technique.
There is not, then, a discrete set of models, but rather a huge set of models
available for display, each one with two less polygons than its more com-
plex neighbor. While appealing, using such a scheme in practice has some
drawbacks. Not all models in the CLOD stream look good. Polygonal
meshes, which can be rendered much more rapidly than single triangles,
are more difficult to use with CLOD techniques than with static models.
If there are a number of the same objects in the scene, then each CLOD
object needs to specify its own specific set of triangles, since it does not
match any others. Bloom [113] and Forsyth [351] discuss solutions to these
and other problems.
In a vertex split, one vertex becomes two. What this means is that
every vertex on a complex model comes from some vertex on a simpler
version. Geomorph LODs [560] are a set of discrete models created by
simplification, with the connectivity between vertices maintained. When
switching from a complex model to a simple one, the complex model’s
vertices are interpolated between their original positions and those of the
simpler version. When the transition is complete, the simpler level of detail
model is used to represent the object. See Figure 14.25 for an example of a
transition. There are a number of advantages to geomorphs. The individual
static models can be selected in advance to be of high quality, and easily