LIMSI Adaptive Tesselation EDF
   Research Topics

Connexion and Tessellation:
Adaptive Display of Virtual Environments

Navigation in Industrial Environments

This research was initiated by EDF and the LIMSI. My advisors are Françoise Guisnel, for EDF, and Angel Osorio, for LIMSI. My scientific advisor is Patrick Bourdot. It was sponsored by a CIFRE scholarship #96-208.

You might want to take a look a my collection of information about Computer Graphics & Virtual Reality.

You can also read my complete Ph.D. document (gzipped PDF, 2.2M) and (soon) the presentation material for my defense (all is in french of course).


   Description

The scenes used for visual simulators of complex and hostile industrial environments, as found in training or project review applications, are very expensive to render. They contain a large number of technical networks (piping, cable trays, ventilation) which are usually modeled by combinations of primitives such as cylinders, tori and cones. These primitives are converted to triangles at rendering time, leading to a huge triangle count. In order to maintain a sufficient frame rate, the resulting meshes must be simplified. Traditionally, this is achieved by building several levels of details which can be used at different distances from the observer. Meshes are simplified using polygonal simplification methods. This technique often proves unsatisfactory for this type of objects for several reasons the most important being that the topological relationship between adjacent objects is ignored and discontinuities appear in rendering.

    

We have chosen a method of real time adaptive tessellation of the primitives based on the distance from the viewpoint. In order to prevent the creation of visual artefacts and ensure a continuity in the mesh, we describe the relations between primitives by the graph of their connections. By evaluating the density of points required at each connection, it is possible to use such a graph to manage the fitting between the tessellations of the connected primitives. The density of the vertices at each connection is determined based on the distance from the observer and the radius of the section, since they both form a good evaluation of the apparent curvature of the primitive. Based on these numbers, a triangle strip is dynamically constructed to represent the object. This was implemented with the OpenGL Optimizer library and coupled with a view frustum and occlusion culling algorithm so that only visible primitives are evaluated for dynamic tessellation.

See this EGVE99 article and the relevant slides for more information about the algorithm (about the slides).

The use of levels of details is based on the assumption that the perception of details varies with the apparent size of the object. While our adaptive tessellation method provided significant performance gains, visual perception criteria needed to be evaluated in order to choose appropriate simplifications levels for the primitives used to represent technical components of industrial installations. However, we wanted to take into account higher level visual processes such as identification, classification or object recognition, and not only consider the perceptual efficiency of the human visual system. We postulate that further simplifications can be made which would be perceivable but would not affect the comprehension and performance in the simulator. We have made the assumption that workers in the installations (who will be the final users of our system) have a trade-related knowledge which influences their ability to recognize the objects.

See this GTRV99 article and the relevant slides for more information about the ergonomic experiments (about the slides).

Example 4



   Bibliographies

On CG in general.
On Tools for CG.
On Virtual Reality.
On Visibility Computations.
On Levels of Detail.
All of these in one file.
( BibTeX )
( BibTeX )
( BibTeX )
( BibTeX )
( BibTeX )
( BibTeX )


   Publications

  1. P. Bourdot, M. Krus, and R. Gherbi. Gestion d'événements non standards pour une multimodalité sous Unix/X11. In IHM'94, Cinquième Journées sur l'Ingénierie des Interfaces Homme-Machine, 1994.

  2. P. Bourdot, M. Krus, and R. Gherbi. Management of Non-Standard Devices for Multimodal User Interfaces under UNIX/X11. In CMC/95, International Conference on Cooperative Multimodal Communication, Mai 1995.

  3. P. Bourdot, M. Krus, and R. Gherbi. Gestion de périphériques non standard pour des interfaces multimodales sous Unix/X11. In Quatrièmes Journées Internationales sur l'Interface des Mondes Réels et Virtuels, June 1995.

  4. P. Bourdot, M. Krus, and R. Gherbi. MIX 3D: une plate-forme expérimentale pour des interface multimodales dédiées à la CAO. Video à IHM'95, Sixième Journées sur l'Ingénierie des Interfaces Homme-Machine, 1995. For further information, please take a look at the Mix3D home page.

  5. M. Krus, F. Guisnel, P. Bourdot and G. Thibault. Niveaux de Détails et Simplification Polygonale : un tour d'horizon. In AFIG'96, Quatrièmes Journées de l'Association Française d'Informatique Graphique, November 1996. For more information, please take a look at the LODs page.

  6. P. Bourdot, M. Krus, and R. Gherbi. Management of Non-Standard Devices for Multimodal User Interfaces under UNIX/X11. In Lecture Notes in Artificial Intelligence, H. Bunt, R.-J. Beun, T. Borghuis eds., Springer Verlag, January 1998.

  7. M. Krus. Maillages Polygonaux et Niveaux de Détails. Technical Report Number 97-10, LIMSI/CNRS, Orsay, France.

  8. M. Krus, P. Bourdot, F. Guisnel & G. Thibault. Levels of Detail & Polygonal Simplification. In ACM's Crossroads, 3.4, 1997.

  9. M. Krus, P. Bourdot, A. Osorio, F. Guisnel & G. Thibault. Adaptive tessellation of connected primitives for interactive navigations in industrial environments. In EGVE'99, Eurographics Workshop on Virtual Environments, May 1999.

  10. M. Krus, P. Bourdot, S. Tonnoir, F. Guisnel, G. Thibault & A. Osorio. Connection and Tessellation: user modulated display of industrial environments. In GTRV'99, 7ème journées du Groupe de Travail sur la Réalité Virtuelle, Laval, juin 1999.

Others

  1. DESS Systèmes et Communication Homme-Machine, Université Paris XI, 1993. XSPECIMEN : Un Editeur Interactif de Graphes de Transitions décrivant des Interfaces Multimodales.

  2. DEA d'Informatique Université Paris XI, 1995. Présentation Multimodale d'Information. Vous pouvez aussi consulter les transparents de la soutenance.



   Related Information

This research can be related to what many people call the Interactive Walkthrough Problem, where a user is to be able to navigate freely and smoothly a 3D virtual scene representing a architectural building. The type of building we are concentrating on is nuclear power plants.

Of course, this is not a game! Or is it...