Level of Detail Processing Using Sliding Window

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Solution Overview

Problem

Existing methods for level of detail processing in computer graphics struggle to efficiently reduce the complexity of three-dimensional models without compromising visual quality, especially when dealing with large numbers of polygons in complex models.

Innovation Solution

The method organizes object patches into levels based on visualization error and uses a sliding window to dynamically select the appropriate level of detail for rendering, allowing for flexible quality control and efficient polygon selection, maintaining visual quality while reducing computational load.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If the number of polygons is reduced to speed up rendering, then rendering speed is improved, but visual quality deteriorates

Engineering Contradiction:
Improverendering speedVSAvoidvisual quality
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The object is divided into multiple patches, and each patch is independently evaluated and rendered at appropriate detail levels. This segmentation allows selective rendering where only necessary patches are rendered at high detail, improving overall rendering speed while maintaining visual quality in critical areas.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different patches are rendered at different levels of detail based on their individual characteristics and importance. Critical patches maintain high detail while less important patches use coarser representations, achieving local optimization of visual quality versus rendering cost.

Inventive Principle:
Principle #3Local quality

2Productivity

If the complexity of the model is reduced for distant objects, then rendering efficiency is improved, but detail accuracy deteriorates

Engineering Contradiction:
Improverendering efficiencyVSAvoiddetail accuracy
Core Design Contradiction:
ProductivityVSMeasurement precision

Solution Approach 1:

The level of detail for each patch is dynamically determined based on its distance from the camera and other factors. Patches closer to the camera are rendered at higher detail levels while distant patches use coarser levels, creating a dynamic adaptation to viewing conditions that maintains efficiency while preserving necessary detail accuracy.

Inventive Principle:
Principle #15Dynamics

3Manufacturing precision

If different objects have different detail requirements, then visual quality is improved, but system complexity increases

Engineering Contradiction:
Improvevisual qualityVSAvoidsystem complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

Each patch is assigned individual parameters including detail level, rendering state, and importance weight. These parameters are adjusted based on patch characteristics and viewing conditions, allowing different objects and patches to have customized detail requirements managed through systematic parameter control rather than complex structural changes.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentEP2513869B1Level of detail processing
Publication Date: 2020.03.25 VISUAL COMPONENTS
  • EP2513869B1 patent drawingFigure 1
  • EP2513869B1 patent drawingFigure 2
  • EP2513869B1 patent drawingFigure 3

AI summary

A method for the level of detail processing in the visualization of virtual models. In the method, the patches for each object are sorted according to the visualization error for producing the fine detail level of the model. When more than one geometry level is used, reduced detail levels are formed so that the patches are in the same order as in the fine detail level. When visualizing the model, a sliding window is placed on the model according to a determined quality factor. The sliding window is positioned on the levels so that it can be partially on two different levels.