다중 스케일 복셀화에 기반한 표면 모델 추상화 기법
Multiscale Voxelization for Abstraction of Polygonal Model
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초록
Low-resolution voxel models are widely used in many computer games such as CrossyRoadTM and MinecraftTM and in many block games such as LegoTM. We present a multi-scale voxelization algorithm that abstracts a complex polygonal model to a low-resolution voxel model. Our scheme is distinguished from other voxelization schemes in the point that our scheme controls the level of abstraction according to the complexity of the model. We present a two-stage algorithm: in the first stage, we build a rough voxel model, which is carved to fit the target model in the second stage. We empoly an OpenGL-based slicing algorithm to build a rough model, which is constructed in twofolds. The exterior and interior of the model is constructed separately and merged to complete the rough model. In the second stage, we compute the silhouette of the input model and carve the rough model to improve the completeness of the final result. We test our algorithm for various polygonal models including famous animation character models to prove the excellency of our scheme.
Abstract
Low-resolution voxel models are widely used in many computer games such as CrossyRoadTM and MinecraftTM and in many block games such as LegoTM. We present a multi-scale voxelization algorithm that abstracts a complex polygonal model to a low-resolution voxel model. Our scheme is distinguished from other voxelization schemes in the point that our scheme controls the level of abstraction according to the complexity of the model. We present a two-stage algorithm: in the first stage, we build a rough voxel model, which is carved to fit the target model in the second stage. We empoly an OpenGL-based slicing algorithm to build a rough model, which is constructed in twofolds. The exterior and interior of the model is constructed separately and merged to complete the rough model. In the second stage, we compute the silhouette of the input model and carve the rough model to improve the completeness of the final result. We test our algorithm for various polygonal models including famous animation character models to prove the excellency of our scheme.
참고문헌 (13)
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