Interactive Sampling and Rendering for Complex and Procedural Geometry - PowerPoint PPT Presentation

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Interactive Sampling and Rendering for Complex and Procedural Geometry

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terrain occlusion culling. elevation direction. in image space. along v. simplifies occlusion ... occlusion culling, with adaptive sampling. video results. conclusion ... – PowerPoint PPT presentation

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Title: Interactive Sampling and Rendering for Complex and Procedural Geometry


1
Interactive Sampling and Rendering for Complex
and Procedural Geometry
  • Marc Stamminger, George Drettakis
  • REVES/iMAGIS Sophia-Antipolis

2
motivation
  • tree created by AMAP
  • 150,000 triangles
  • 8 fps(Linux PC with GeForce Quadro)

3
motivation
  • rendered withpoints at 60 fps
  • reduced quality
  • 7 times faster

4
motivation
  • level of detail
  • 100 trees
  • 270,000 points
  • 20 fps

5
previous work
  • 1985 Levoy/Whitted "The Use of Points as a
    Display Primitive"
  • 1998 Grossman/Dally "Point Sample Rendering"
  • 2000 Rusinkiewicz/Levoy "The Q-Splat"
  • 2000 Pfister/Zwicker/van Baar/Gross "Surfels"

6
very recent work
  • Wand/Fischer/Peter/Meyer/auf der Heide/Strasser
  • "The Randomized z-Buffer Algorithm"

7
point rendering pipeline
  • scene description
  • vrml file
  • mgf file
  • procedural model

point set (3D-coordinates, normal, material)
screen
point rendering
point generation
8
point generation
  • (orthographic) views
  • filtered triangle mesh hierarchy
  • random points

9
point rendering
  • in software
  • filtering
  • texturing
  • hole filling
  • in hardware
  • as points
  • as polygonal disks

10
our approach
  • fast / on the fly point generation for
  • procedural objects
  • terrains
  • complex dynamic objects
  • point rendering with OpenGLs GL_POINT
  • very fast (up to 10 million points per second)
  • OpenGL does lighting

11
results
  • points are well suited for
  • proceduralgeometry

12
results
  • points are well suited for
  • proceduralgeometry
  • terrains

13
results
  • points are well suited for
  • proceduralgeometry
  • terrains
  • complexgeometry

14
results
  • points are well suited for
  • proceduralgeometry
  • terrains
  • complexgeometry
  • combinations

15
complex polygonal geometry
  • generate list of randomly distributed samples
  • for every frame compute n, render the first n

10,000
1,000
100,000
16
complex polygonal geometry
  • easy speed / quality trade off
  • frame rate control

10,000
1,000
100,000
17
modified complex geometry
  • simple modifications on the fly

30 fps
18
displaced geometry
25,000 points
25,000 points
19
displaced geometry
25,000 points
100,000 points
20
adaptive sampling
21
undersampling factor
lt 1
gt 1
22
undersampling factor
23
video sqrt(5) sampling
24
adaptive point generation
25
sqrt(5) sampling
(2/5,1/5)
26
sqrt(5) sampling
27
sqrt(5) sampling
28
sqrt(5) sampling
29
sqrt(5) sampling
30
sqrt(5) sampling
31
sqrt(5) sampling
  • rotated, nested grids
  • grid distance decreases by 1/sqrt(5)
  • rotation angle ? 27o
  • special attention to boundaries

32
procedural modifiers
33
terrains
34
terrains
35
terrain parameterization
  • parameterize by (d,u)

terrain
d
u
screen
36
terrain parameterization
looking straight ahead
looking up
looking down
37
terrain algorithm
  • sqrt(5) sampling scheme
  • undersampling factor
  • parameterizationdistortions
  • perspectivedistortions
  • displacement

38
terrain occlusion culling
  • elevation directionin image spacealong v
  • simplifies occlusionculling

elevation
39
terrain occlusion culling
occlusion culling, regular sampling
occlusion culling, with adaptive sampling
40
video results
41
conclusion
  • points are very powerful, when details
    becomesmaller than a pixel
  • simple and efficient level of detail
  • simple manipulation
  • easily parallelizable
  • big potential for further improvements

42
link
  • more at
  • http//www-sop.inria.fr/reves

43
acknowledgements
  • thanks to the European Union for funding me
  • with a Marie-Curie fellowship

44
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