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Ray Space Factorization for From-Region Visibility

Ray Space Factorization for From-Region Visibility. Authors: Tommer Leyvand, Olga Sorkine, Daniel Cohen-Or Presenter: Alexandre Mattos. Goal. Real-time walkthroughs of large 3D scenes Server contains all world geometry and needs to transmit it to clients

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Ray Space Factorization for From-Region Visibility

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  1. Ray Space Factorization for From-Region Visibility Authors: Tommer Leyvand, Olga Sorkine, Daniel Cohen-Or Presenter: Alexandre Mattos

  2. Goal • Real-time walkthroughs of large 3D scenes • Server contains all world geometry and needs to transmit it to clients • Only send geometry that is visible to client • Reduce network traffic • Client needs to compute what geometry to render

  3. Strategy • Point-wise visibility • What user can see from their exact current location • Needs to be calculated every time player moves • Will not work due to network latency • Might not work on client either

  4. Strategy • Divide scene into view cells • As user moves around, calculate visible geometry for that view cell and adjacent cells

  5. From-Region Visibility • Given a view cell, compute what is visible from that view cell • An object is visible if there is at least one ray exiting the view cell that intersects that object

  6. From-Region Visibility

  7. Assumptions • Scenes are largely 2.5 + εD • Not much vertical complexity • Example – Sky scrapers of varying heights • Will first explain algorithm assuming 2.5D

  8. Dividing Up the Problem • Paper splits the problem into easier-to-solve vertical and horizontal components • Determine if objects occlude each other vertically or horizontally and then combine the results • Build K-d Tree over entire scene • Allows front to back traversal of scene

  9. View Cell Parameterization • Define two concentric squares • One is view cell • One is outside view cell • Parameterize inner and outer square with S and T respectively

  10. Rays (S,T) • Can define all rays (view directions) leaving view cell with (S, T)

  11. Horizontal Component • Orthographically project all geometry onto the ground • Geometry has a mapping to parameter space

  12. Key Insight • Render geometry in parameter space front to back • If parameter space for geometry is already rendered, then geometry is occluded

  13. Vertical Component • (S, T) define a plane • Intersection of a plane and a triangle defines a vertical line and casts a directional umbra

  14. Vertical Component • Object is occluded if it is contained within vertical umbra

  15. Vertical Component • One way to solve the problem: • Traverse scene front to back and maintain aggregated umbra

  16. Video • In the 2.5D only • Objects are visible if the slope of their umbra is larger than the current umbra

  17. Putting It Together • For all geometry render it in 3D as (S, T, α) where α is angle of the umbra at that point • Using graphics hardware, we can do occlusion tests for all geometry

  18. Hardware Implementation • Disable Z-buffer updates and render geometry • If a single pixel renders, it is visible • To update occlusion map, render geometry with Z-buffer updates enabled

  19. Algorithm • Traverse K-d tree

  20. Extension from 2.5D to 3D • Only comparing α not valid anymore

  21. 3D Umbra • Need to keep four angles (α1, α2, α3, α4) to represent umbra uniquely

  22. Merging Umbra • Many cases • Umbrae may be disjoint

  23. Hardware Implementation • For all geometry render it in 3D as (S, T, V) where V = (α1, α2, α3, α4) • Use a pixel/fragment shader that checks whether a pixel is visible based on V • Pass V values to graphics card in a buffer • Render (S, T, X) where X is index into buffer for V

  24. Hardware Limitations • Can only maintain one aggregated umbra per vertical slice • Pack 16 bit floats into 32 bit floats to allow two aggregated umbrae • Use many buffers to store multiple umbrae • Paper claims that one umbra is sufficient because umbrae merge rapidly

  25. Results • Buildings are 9-12 units and rotated at most 30 degrees • Box model contains random boxes in random orientation • Vienna model

  26. Results City Model Half-umbra VS Full-umbra Box Model Resolution Effect VS is 10,072 triangles Vienna Model

  27. Discussion • Algorithm is sensitive to how much it has to render • Works well for dense scenes because occlusion map quickly occludes entire scene • For a minor cost of rendering one extra K-d tree node they can double model size • If the VS is large, then a lot of geometry is rendered and algorithm slows down • Can calculate PVS over several frames

  28. Discussion • No tests done for sparse models • Umbrae will not converge rapidly • Many K-d tree nodes need to be tested • Algorithm prefers horizontal occlusion over vertical occlusion • Horizontal occlusion is exact up to rendering • Vertical occlusion is conservative based on how many umbrae are used

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