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Surface displacement, tessellation, and subdivision

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Surface displacement, tessellation, and subdivision. Ikrima Elhassan. Overview ... Curved PN triangles', Vlachos, Peters, Boyd, and Mitchell, ... – PowerPoint PPT presentation

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Title: Surface displacement, tessellation, and subdivision


1
Surface displacement, tessellation,and
subdivision
  • Ikrima Elhassan

2
Overview
  • The Reyes image rendering architecture", Cook et
    al.,SIGGRAPH 1987
  • Curved PN triangles", Vlachos, Peters, Boyd, and
    Mitchell,Symposium on Interactive 3D Graphics,
    2001

3
Reyes Architecture Support Goals
  • Speed (render high quality film in less than a
    year)
  • Shading/Model Complexity Diversity
  • Minimal Raytracing
  • Image Quality
  • Flexibility

4
Design Goals
  • Natural Coordinates
  • Vectorization
  • Common underlying representation
  • Locality
  • Linearity
  • Large Models
  • Back door

5
Geometric Locality Sampling
  • Raytracing can cause model and texture paging to
    dominate rendering time as model complexity
    increases
  • Uses stochastic sampling called jittering

6
MicroPolygons
  • ½ pixel in length for Nyquist limit
  • Dice primitives along natural boundaries
  • Done in eyespace
  • Results in a grid with shared vertices

7
Micropolygons Adv vs. Disadvantages
  • Vectorizable
  • Texture locality filtering
  • Subdivision coherence
  • Ease of Clipping Displacement maps
  • No perspective
  • Shading occurs on nonvisible micropolygons
  • Rendering time becomes tied to depth complexity

8
Texture Locality
  • 2 Classes of Textures CATs RATs
  • Sequential access with CATs
  • Can eliminate filtering

9
Description Algorithm
  • Bounded primitives (not necessarily tight)
  • Primitives must be able to break down into
    diceable primitives
  • Must be able to split primitives
  • Diceability test returns diceable or not
    diceable

10
Algorithm Description (Continued)
  • Does not require clipping
  • Use e plane to avoid invalid perspective
    calculation
  • Primitives with 0ltz lt e are split until no
    primitives span the e plane

11
Extensions
  • Constructive Solid Geometry
  • Transparency
  • Depth of field
  • Motion Blur

12
Implementation
  • Bucket Rendering
  • Each primitive is diced or split and put into
    corresponding bucket
  • Only one bucket is needed at a time
  • Lowers memory requirements

13
Final Thoughts on Reyes
  • No inverse calculations
  • No clipping calculations
  • Very vectorized
  • No texture thrashing and can eliminate run time
    filtering
  • Sampling occurs after shading
  • Difficult to handle metaballs
  • Hard to bound primitives such as particle systems
    for bucket sort
  • Polygons dont have natural coordinate system

14
N-Patches
15
Issues with new geometric primitives
  • Must be compatible with work already in progress
  • Must be backward compatible
  • Fit existing hardware designs

16
N-patches Advantages
  • Curved surfaces
  • Improved visual quality (smooth silhouettes and
    better vertex shading)
  • Do not require developers to store geometry
    differently (triangles)
  • Minimize change to APIs
  • Minimize bandwidth

17
Goals
  • Isolation (cannot access mesh neighbors)
  • Fast Evaluation (including normal)
  • Modeling range (smoother contours and better
    shading)

18
Interpolation
  • Use barycentric coordinates for triangular domain
  • Consider a set of points P0, P1,, Pn, and
    consider the set of all affine combinations taken
    from these points. That is all points that can be
    written as
  •                                                 
         
  • for some
  •                                                 
       
  • This set of points forms an affine space, and the
    coordinates
  •                                              
  • are called the barycentric coordinates of the
    points of the space.
  • Recall that a point within a triangle ?p0p1p2,
    can be described as p(u,v) p0 u(p1-p0)
    v(p2-p0) (1-u-v)p0 up1 vp2, where (u,v)
    are the barycentric coordinates
  • Bicubic interpolation results in C2 surfaces
  • Given a tabulated function yi y(xi), i 1...N
    , focus attention on one particular interval,
    between xj and xj1. Linear interpolation in that
    interval gives the interpolation formulay Ayj
    By(j1)
  • If we have yi, we can add to the right-hand side
    of equation a cubic polynomial whose second
    derivative varies linearly from a value y j on
    the left to a value y (j1) on the right.

19
Geometry cubic Bezier
  • Bijk control points coefficients
  • Makes up the control net
  • Cubic interpolation

20
Normal quadratic Bezier
  • Linear or Quadratic Interpolation

21
Algorithm
  • LOD vertices -2 on an edge
  • Tangent coefficients determined by planer
    projection

22
Algorithm (Continued)
  • Quadratic interpolation allows for inflection
    between vertices

23
Examples of N-patches
24
Sharp Edges
  • Proven that you cant have creases with purely
    local information
  • More than distinct normal per vertex causes holes
    or cracks
  • Not really discussed in detail, solution is to
    add more triangles

25
Hardware Performance
  • Operations are dot products, addition of two
    vectors, scaling, and per-component multiply of
    two vectors
  • Uses 6.8 to 11.6 vector operations per generated
    vertex
  • Fill rate is not a bottleneck, since screen area
    is unchanged
  • Key limiting factor, most of time, is bandwidth
  • Overhead in additional transformation of vertices
  • Reduces calculation for key-frame interpolation
    and collision detection
  • Might be able to shift pixel shading to vertex
    shading

26
Advantages
  • Generated on-chip
  • Saves bandwidth and memory
  • Curved surfaces and better shading
  • Cant control curvature
  • No sharp edges
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