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Timestamp:
09/22/06 19:05:14 (18 years ago)
Author:
denisa
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1 edited

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  • GTP-Internal/trunk/Webpage/NOF/gtp_webpage/Preview/body_geometry.html

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    23                 <P><B>Continous Multiresolution Models</B> are a <B>LOD (level of detail) technique</B> in computer graphics which addresses the problem that scenes contain <B>too much geometry</B> when all of the visible objects are rendered at their full geometric resolution. While algorithms along that line have long been available, most modern game/3D-engines implement&nbsp;the much simpler technique of discrete LODs instead. Discrete LOD techniques are widely known for the annoying visible artifacts they produce at the moment the switch between the different resolution models occurs, a drawback unfit for the visual quality of the next generation of 3D/game applications.</P> 
    24                 <P>The <B>GTP GeometryLib</B> supplies a <B>Multiresolution LOD Solution</B> which addresses the shortcomings of previous approaches by giving developers access to a complete package of solid technology which supplies:</P> 
    25                 <OL> 
    26                     <LI>A <B>fast image based simplification algorithm</B> to efficiently create high quality MLODs without human intervention.</LI> 
    27                     <LI><B>Multiresolution triangle strip generation</B> taking into account <B>topology</B> and <B>texture</B> of the base model.<BR>Triangle strips are the most efficient way to overcome the bandwidth bottleneck between the main processor and memory on modern high performance graphic cards, thereby vastly speeding up the rendering process.</LI> 
    28                     <LI>A <B>memory &amp; runtime efficient compressed multiresolution mesh format</B> that contains triangle strip information, avoiding the need for costly on-the-fly tristrip generation.</LI> 
    29                     <LI>A new multiresolution model <B>specially fitted for plants</B> allowing for an <B>incredible amount of close up detail</B> for e.g. leaves, <BR>while at the same time supplying simplified representationions for the <B>fast rendering of objects</B> which are <B>further away</B>.</LI> 
    30                 </OL> 
    31                 <P>&nbsp;</P> 
     23                <P STYLE="text-align: left;"><B>Continuous Multiresolution Models</B> are a <B>level of detail (LOD)</B> technique in computer graphics addressing the problem that scenes often contain <B>too much geometric detail</B> when all of the visible objects are rendered at their full resolution. While similar algorithms have long been available, most modern game/3D-engines implement the much simpler technique of discrete LODs instead. Discrete LOD techniques are widely known for the annoying visible artefacts they produce at the moment the switch between the different resolution models occurs, an unacceptable drawback for the visual quality of the next generation of 3D/game applications.</P> 
     24                <P STYLE="text-align: left;">The <B>GTP Geometry Lib</B> supplies a <B>multiresolution LOD solution</B> that addresses the shortcomings of previous approaches by giving developers access to a complete package of solid technology which offers:</P> 
     25                <UL> 
     26                    <LI STYLE="text-align: left;">A <B>image based simplification algorithm</B> to efficiently create high quality MLODs without human intervention</LI> 
     27                    <LI STYLE="text-align: left;">A continuous multiresolution model for <B>static and animated meshes</B> that includes <B>connectivity information</B> and uses basic primitives like triangle strips. These features <B>reduce dramatically</B> the amount of information stored and <B>overcome the bandwidth bottleneck</B> between the main processor and the memory of the modern high performance graphic cards.</LI> 
     28                    <LI STYLE="text-align: left;">A new multiresolution model <B>specially suited for the real time rendering of trees and plants</B>, allowing an <B>incredible amount of close up detail</B>. The model is able to show each leaf when the user is closer and gives automatically simplified representations when the observer moves away. </LI> 
     29                </UL> 
    3230                <P> 
    3331                    <TABLE WIDTH=744 BORDER=0 CELLSPACING=0 CELLPADDING=0 ALIGN=LEFT NOF=TE> 
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