| Abstract: |
The commonly used solution for real-life 3D model representation is polygonal spatially consistent geometry, with texture, and, optionally, bump or displacement maps attached. Although the idea of displacement mapping is well known, there are just a few approaches to its efficient implementation. In this paper we present a technique that allows for efficient representation and rendering of real-life 3D models by getting a new angle on the displacement mapping concept. We introduce a new primitive that is defined as the range image of a small part of the model's surface; therefore, it is called a spatial patch. The whole model is just a collection of patches with no connectivity information between them. Such a representation can be directly acquired by 3D scanning machinery, and stored in a compact uniform form. It also allows for efficient visualization. In this paper we present some aspects of spatial patch rendering technique that utilize conventional z-buffer and benefit from modern features of computing units. We also discuss our experience in representing 3D models by spatial patches, provide some practical results and set up directions for future work. Our preliminary evaluation of the technique makes us believe that spatial patch technology can be efficiently used in a wide range of applications dealing with real-life 3D data. |