Due to the lack of large watertight meshes the
last three meshes were computed with a fractal sub-
division method on a sphere surface. There are only
differences in the details structure. Figure 5 shows
the leaf patches of the first two meshes.
Figure 5: Leaf patches of first two test meshes.
The results of the patch tree construction process
can be read on table 2. Patch trees with average
patch sizes of 1,000 triangles have been built for all
test meshes.
Table 2: Patch tree results.
Name Leaf
Patches
Tighten
Borders
Final Hi-
erarchy
Armadillo 71 s 46 s 102 s
Artificial 1 3,495 s 2,145 s 4,833 s
Artificial 2 10,089 s 6,391 s 16,408 s
Artificial 3 45,228 s 29,810 s 71,547 s
The first two meshes have been tested on a 2
GHz Pentium 4 machine with 1 GB of RAM and a
SCSI hard disc. Due to its minor size, the “Arma-
dillo” mesh was processed very fast. Almost all ex-
ternal memory operations have been cached by the
operating system. The last two meshes have been
processed with an Athlon64 3800+ with 4 GB of
RAM and a SATA hard disc. The size of the usable
memory (except for the final patch hierarchy struc-
ture) was set to 150 MB. The results still show a
relatively long processing time for the large meshes.
However, basic simplification algorithms that do not
care about spatial coherence or serialization, would
spend even weeks to process such large data-sets.
Moreover there is enough room for further speedups.
Especially a less primitive version of the external
heap would be very helpful.
The resulting patch hierarchies can be used for
interactive exploration of the corresponding triangle
meshes. The low complexity of the patch trees re-
duces the CPU load and thus enable better usage of
the GPU bandwidth. Surely the data should be fur-
ther processed. First the sequence of patch-data in
external memory can be improved by grouping se-
mantically near parts of the tree together. Further-
more the amount of data for the patches can be re-
duced by striping. And if a number of vertices below
65,536 can be guaranteed for each patch, the indices
can be stored with 16 bits instead of 32.
5 CONCLUSIONS
In this paper an process queue has been presented
which automatically generates patch trees from large
triangle meshes. A two day processing time for a
128M triangle mesh is not bad but improvable.
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