ViewDependent Textured Splatting for Rendering Live Scenes - PowerPoint PPT Presentation

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ViewDependent Textured Splatting for Rendering Live Scenes

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... Splat ... Each splat has only one color. Each splat is rendered with ... represents one view, P and Q are splats leading to inaccuracy in silhouettes. ... – PowerPoint PPT presentation

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Title: ViewDependent Textured Splatting for Rendering Live Scenes


1
View-Dependent Textured Splatting for Rendering
Live Scenes
  • R. Yang, D. Guinnip and S. Lai

2
Goal
  • A novel approach to render low resolution point
    clouds with multiple high resolution
    textures---the type of data typically from
    real-time vision systems.

3
A Typical WayTriangulation
  • robust 3D triangulation is a challenging
    computational problem, which means real-time
    triangulation is not yet feasible.
  • It can have the side effect of magnifying
    outliers.

4
Rendering Results from a Live Scene
Triangluar Mesh Rendering
Point Splatting Rendering
VDTS Rendering
5
Related Work
  • Qsplat in Siggraph 2000
  • Surfel in Siggraph 2001
  • VDTM in Siggraph 1996
  • Real-time VDTM using projective textures
  • in 9th Eurographics 1998
  • Unstructured lumingraph rendering
  • in Siggraph 2001

6
Two directions in Splat
  • Speed rendering in real time by using
    multiresoltuion and LOD control techniques.
  • Quality Carefully balancing points sampling
    density or precisely texture mapping

7
Visibility Issues
  • Projecting a three dimensional object to a two
    dimensional image plane, in most cases cause
    surface elements to overlap. Such overlapping can
    cause visual artifacts when occlusions and
    disocclusions are present.

8
Anti-Aliasing
  • Unlike most splating algorithm, VDTS uses splats
    that are usually much bigger than one screen
    pixel. As a result, anti-aliasing for high
    resolution textures can be handled directly by
    the graphics hardware.

9
Texture anti-aliasing
  • Each splat has only one color
  • Each splat is rendered with projective
    texture-mapping

10
Visibility processing
  • The visibility problem is equivalent to the
    shadow determination problem.
  • Fully supported by graphics hardware

11
Visibility Clipping
The visibility processing can be problematic at
surface boundary. In the presence of high
resolution depth map, we can compare the fragment
depth with the actual depth. If the difference is
too large, then we know it is likely a part of
extruding splat that should really be transparent.
The large circle represents one view, P and Q are
splats leading to inaccuracy in silhouettes.
12
Results of Visibility Clipping
Bunny data set rendered with visibility clipping
disabled/enabled
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