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A useful representation of a progressive mesh data structure would be that of a vertex hierarchy. Each vertex of the base mesh (simplified mesh) would be the root of a binary tree of its ancestors. A vertex v1 can be split into two vertices v2 and v3, each of which can be split themselves. The original mesh would be the corresponding leaf nodes of the collective forest. A current representation of a full mesh in this forest data structure would be a collection of nodes, where no two nodes share a parent child relationship. Different levels of detail can be achieved by quickly extracting nodes from this forest.
A problem with a progressive mesh strategy in our case is that for each addition or deletion of a vertex in our mesh, a new mutually exclusive texture map would have to be generated. Since creating a different texture per addition or deletion would be highly impractical, set levels of detail would have to be constructed for the mesh to be textured. Hoppe introduced a method of seamlessly morphing (geomorph) from on level of detail to another with the use of the progressive mesh structure. If we wanted to use such a system, the mesh could not be textured as the change was being made. An obvious visible discontinuity would be apparent.
Research is currently being done on using a
construction in topology known as a harmonic map
[6].
If we were to take a typical polygonal mesh, constructing a 2D harmonic
map of the 3D mesh would be feasible. The construction is the optimal flattening
on the 3D mesh onto a 2D plane. If we were to take the original mesh and
flatten it, this could be used to create a texture map of the original
color data with unique properties. The triangles in the texture map would
be properly connected in the plane, so that if we were to take a subset
of the vertices (a reduced mesh), a triangle subset of that mesh would
contain the correct color allocation of that triangle in the reduced mesh.
This texture map would be extremely useful for texturing a progressive
mesh data structure, in that the texture of an arbitrary level of detail
in the mesh would be contain in this one super texture.