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Real-time Graphics for VR

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Real-time Graphics for VR Chapter 23 What is it about? In this part of the course we will look at how to render images given the constrains of VR: we want realistic ... – PowerPoint PPT presentation

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Title: Real-time Graphics for VR


1
Real-time Graphics for VR
  • Chapter 23

2
What is it about?
  • In this part of the course we will look at how to
    render images given the constrains of VR
  • we want realistic models,
  • eg scanned humans, radiosity solution of the
    environment etc (lots of polygons/textures)
  • we need real-time rendering
  • over 25 frames per second
  • often maintaining the frame rate is more
    important than image quality

3
How can we accelerate the rendering?
  • Using graphics hardware that can do the intensive
    operations in special chips
  • as processing power increases so do user
    expectations
  • Fine tuning the models
  • removing overlapping parts of polygons
  • removing un-needed polygons (undersides etc)
  • replacing detail with textures
  • Improving the graphics pipeline This is what we
    will concentrate

4
Making the most of the graphics hardware
  • Know the strengths and limitation of your
    hardware
  • multipass texturing
  • display lists, etc
  • Dont compromise the portability, if software to
    be used on other platforms
  • Be aware of the rapid changes in technology
  • eg bandwidth vs rendering speed

5
Whats wrong with the standard graphics pipeline
  • It processes every polygon therefore it does not
    scale
  • According to the statistics, the size of the
    average 3D model grows more than the processing
    power

6
We can use several acceleration techniques which
can be broadly put into 3 categories
  • Visibility culling
  • avoid processing anything that will not be
    visible in (and thus not contribute to) the final
    image
  • Levels of detail
  • generate several representations for complex
    objects are use the simplest that will give
    adequate visual result from a given viewpoint
  • Image based rendering
  • replace complex geometry with a texture

7
Constant frame rate
  • The techniques above are not enough to assure it
  • We need a system load management
  • it will try to achieve an image with the best
    quality possible given within the give frame time
  • if there is too much load on the system it will
    resolve to drastic actions (eg drop objects)
  • its an NP complete problem

8
The Visibility Problem
  • Select the (exact?) set of polygons from the
    model which are visible from a given viewpoint
  • Average number of polygons, visible from a
    viewpoint, is much smaller than the model size

9
Visibility Culling
  • Avoid rendering polygons or objects not
    contributing to the final image
  • We have three different cases of non-visible
    objects
  • those outside the view volume (view volume
    culling)
  • those which are facing away from the user (back
    face culling)
  • those occluded behind other visible objects
    (occlusion culling)

10
Visibility Culling
11
Visibility methods
  • Exact methods
  • Compute all the polygons which are at least
    partially visible but only those
  • Approximate methods
  • Compute most of the visible polygons and possibly
    some of the hidden ones
  • Conservative methods
  • Compute all visible polygons plus maybe some
    hidden ones

12
View volume culling
  • Assuming the scene is stored into some sort of
    spatial subdivision
  • We already saw many earlier in the course, some
    examples
  • hierarchical bounding volumes / spheres
  • octrees / k-d trees / BSP trees
  • regular grid

13
View volume culling
  • Compare the scene hierarchically against the view
    volume
  • When a region is found to be outside the view
    volume then all objects inside it can be safely
    discarded
  • If a region is fully inside then render without
    clipping
  • What is the difference with clipping?

14
View volume culling against a bounding volume
hierarchy
15
View volume culling against a space partitioning
hierarchy
16
View volume culling
  • Easy to implement
  • A very fast computation
  • Very effective result
  • Therefore it is included in almost all current
    rendering systems

17
Back-face culling
  • Simplest version is to do it per polygon
  • just test the normal of each polygon against the
    direction of view (eg dot product)
  • More efficient methods operate on clusters of
    polygons
  • group polygons using the direction of their
    normals, make a table
  • compare the view direction against the entries in
    this table

18
Occlusion culling
  • By far the most complex (and interesting) of the
    three, both in terms of algorithmic complexity
    and in terms of implementation
  • This is because it depends on the inter-relation
    of the objects
  • Many different algorithms have been proposed,
    each one is better for different types of models
  • Whats the difference with HRS
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