Object Space EWA Surface Splatting: A Hardware Accelerated Approach to High Quality Point Rendering - PowerPoint PPT Presentation

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Object Space EWA Surface Splatting: A Hardware Accelerated Approach to High Quality Point Rendering

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EWA Splat = low-pass filter warped reconstruction filter ... Second Pass: Handle View Dependent EWA Resampling filter. texture (unit gaussian) ... – PowerPoint PPT presentation

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Title: Object Space EWA Surface Splatting: A Hardware Accelerated Approach to High Quality Point Rendering


1
Object Space EWA Surface Splatting A Hardware
Accelerated Approach to High Quality Point
Rendering
  • Liu Ren

Hanspeter Pfister
Matthias Zwicker
2
Motivation
  • Point-based graphics needs high quality texture
    filtering
  • High quality point rendering lacks hardware
    support
  • GPU performance outpaces CPU

Wolfman Geforce 4 demo
Pure Hardware Accelerated High Quality?
Yes!
3
Related Work
Software Only Hardware Accelerated
w/o texture filtering Point Sample Rendering EURW 98 QSplat Siggraph 00, Point Set Surfaces IEEE Vis 01, Procedural Geometry EURW 01
w/ texture filtering Surfels Siggraph 00, Surface Splatting Siggraph 01, Efficient Surface Splatting EURW 02 Hardware-Oriented Point Rendering EURW 02,
Object Space EWA Splatting EG 02
4
Point-based Surface Representation
5
Surfel Rendering Splatting
6
Surfel Rendering Screen Space EWA Filtering
reconstruction filter
  • Elliptical Weighted Average (EWA) filtering
  • EWA Splat low-pass filter warped
    reconstruction filter
  • Screen space EWA splatting not supported by
    graphics hardware.

7
Surfel Rendering Object Space EWA Filtering
  • Tangent space resampling filter warped
    low-pass filter reconstruction filter
  • View dependent filter

8
Hardware Accelerated Point-based Rendering
9
Challenges
10
Two Pass Algorithm Overview
11
First Pass Visibility Splatting Schemes
12
Second Pass Handle View Dependent EWA Resampling
filter
13
Normalization Issues
14
Demo Checkerboard on Geforce 4 Ti 4600

15
Demo Surfel Models on ATI Radeon 9700
16
Demo Surfel Models on ATI Radeon 9700
17
Demo Surfel Models on ATI Radeon 9700
18
Demo Surfel Models on ATI Radeon 9700
19
Performance with Phong Shading
Data Points 512 by 512 512 by 512 1024 by 1024 1024 by 1024
Data Points Geforce 4 Ti 4600 Radeon 9700 Geforce 4 Ti 4600 Radeon 9700
103K 21.1fps 29.0 fps 14.7 fps 24.7 fps
102K 18.6 fps 23.7 fps 9.8 fps 20.6 fps
273K 5.2 fps 8.6 fps 3.7 fps 8.3 fps
352K 4.6 fps 13.6 fps 3.6 fps 8.5 fps
20
Conclusion
  • New object space formulation of EWA surface
    splatting
  • Completely hardware accelerated approach with
    negligible CPU involvement
  • Benefits from GPU performance improvements

21
Future Work
  • Semitransparent point models
  • View dependent BRDF shading
  • Animated point models
  • Optimization with upcoming hardware features

22
Acknowledgments
  • Jessica Hodgins, Paul Heckbert
  • Micheal Doggett, Evan Hart, Jeff Royle
  • Henry Moreton
  • Jennifer Pfister, Wei Li, Wei Chen
  • Http//www.cs.cmu.edu/liuren/research.htm
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