ISPRS, Vol.34, Part 2W2, “Dynamic and Multi-Dimensional GIS”, Bangkok, May 23-25, 2001
polygons filtered out. HDS maintains an active list of visible
polygons for rendering. Since frame-to-frame movements
typically involve small changes in viewpoint, and therefore
modify this list by only a few polygons, the method takes
advantage of temporal coherence for greater speed.
Hierarchical dynamic simplification (HDS) is a framework for
polygonal simplification via vertex merging. This operation, in
which several polygon vertices are collapsed together into a
single vertex, provides the fundamental mechanism for
removing polygonal detail. When two vertices sharing an edge
of a triangle are merged, that triangle becomes redundant and
may be removed. Note the use of triangle rather than polygon.
The constant memory requirements and guaranteed planarity
of triangles make them preferable to generic polygons, and like
most simplification algorithms, HDS assumes that polygonal
models have been fully triangulated.
As a polygonal simplification algorithm, HDS has some novel
features. HDS is global: whereas traditional LOD algorithms
represent the scene as a collection of objects, each at several
levels of detail, HDS uses a single large data structure that
constitutes the entire model. This structure is the vertex tree, a
hierarchy of vertex merge operations that encodes a
continuum of possible levels of detail across the whole model.
Figure 6 shows a simple two-dimensional example model and
its associated vertex tree. Applying a node’s vertex merge
operation collapses all of the vertices within the node together
to a single representative vertex. Triangles whose corners
have been collapsed together become redundant and can be
eliminated, decreasing the total triangle count. This is called
folding the node. Likewise, a node may be unfolded by splitting
its representative vertex into the node’s constituent vertices.
Triangles filtered out when the node was collapsed become
visible again when the node is expanded, increasing the
triangle count. Figure 7 illustrates the result of folding and
unfolding different nodes in the vertex tree.
3.3.1. Constructing The Vertex Tree
One of the simplest techniques is to classify the vertices of the
model with a hierarchical space-partitioning structure. Recall
the spatial binning approach introduced by Rossignac and
Borrel, which clustered vertices according to a uniform grid
[Rossignac 92]. The first versions of HDS used a
straightforward extension of the Rossignac-Borrel algorithm to
construct the vertex tree, clustering vertices in a top-down
fashion with an octree. In this method vertices are first ranked
by importance using local criteria such as edge length and
curvature. The root node of the quadtree is an axis-aligned
cube large enough to contain every vertex in the model.
Beginning with this root node, the most important vertex within
each node is chosen as that node’s repvert. The node is then
divided exactly in half along the X, Y, and Z directions into 8
cubical subnodes (hence the name “Quadtree”). The vertices
are then partitioned among the node’s eight children and the
process is recursively repeated for any subnode with more
than one vertex. In this way vertices are clustered roughly
according to proximity. Neighboring vertices are likely to get
clustered near the leaves of the tree, whereas distant vertices
tend to merge only at higher levels of the tree.
For this method, its main disadvantage is that it is very
difficulty to choice proper spatial subdivision. Another main
problem is how to consider the terrain feature in this model. In
fact, it is very difficulty.
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