Title: Object Space EWA Surface Splatting: A Hardware Accelerated Approach to High Quality Point Rendering
1Object Space EWA Surface Splatting A Hardware
Accelerated Approach to High Quality Point
Rendering
Hanspeter Pfister
Matthias Zwicker
2Motivation
- 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!
3Related 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
4Point-based Surface Representation
5Surfel Rendering Splatting
6Surfel 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.
7Surfel Rendering Object Space EWA Filtering
- Tangent space resampling filter warped
low-pass filter reconstruction filter - View dependent filter
8Hardware Accelerated Point-based Rendering
9Challenges
10Two Pass Algorithm Overview
11First Pass Visibility Splatting Schemes
12Second Pass Handle View Dependent EWA Resampling
filter
13Normalization Issues
14Demo Checkerboard on Geforce 4 Ti 4600
15Demo Surfel Models on ATI Radeon 9700
16Demo Surfel Models on ATI Radeon 9700
17Demo Surfel Models on ATI Radeon 9700
18Demo Surfel Models on ATI Radeon 9700
19Performance 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
20Conclusion
- New object space formulation of EWA surface
splatting - Completely hardware accelerated approach with
negligible CPU involvement - Benefits from GPU performance improvements
21Future Work
- Semitransparent point models
- View dependent BRDF shading
- Animated point models
- Optimization with upcoming hardware features
22Acknowledgments
- 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