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Interactive Sampling and Rendering for Complex and Procedural Geometry

Interactive Sampling and Rendering for Complex and Procedural Geometry. Marc Stamminger, George Drettakis REVES/iMAGIS Sophia-Antipolis. motivation. tree created by AMAP 150,000 triangles 8 fps (Linux PC with GeForce Quadro). motivation. rendered with points at 60 fps reduced quality

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Interactive Sampling and Rendering for Complex and Procedural Geometry

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  1. Interactive Sampling and Rendering for Complex and Procedural Geometry Marc Stamminger, George Drettakis REVES/iMAGIS Sophia-Antipolis

  2. motivation • tree created by AMAP • 150,000 triangles • 8 fps(Linux PC with GeForce Quadro)

  3. motivation • rendered withpoints at 60 fps • reduced quality • 7 times faster

  4. motivation • level of detail • 100 trees • 270,000 points • 20 fps

  5. previous work • 1985 Levoy/Whitted "The Use of Points as a Display Primitive" • 1998 Grossman/Dally "Point Sample Rendering" • 2000 Rusinkiewicz/Levoy "The Q-Splat" • 2000 Pfister/Zwicker/van Baar/Gross "Surfels"

  6. very recent work • Wand/Fischer/Peter/Meyer/auf der Heide/Strasser • "The Randomized z-Buffer Algorithm"

  7. point rendering pipeline • scene description • vrml file • mgf file • … • procedural model point set (3D-coordinates, normal, material) screen point rendering point generation

  8. point generation • (orthographic) views • filtered triangle mesh hierarchy • random points

  9. point rendering • in software • filtering • texturing • hole filling • in hardware • as points • as polygonal disks

  10. our approach • fast / on the fly point generation for • procedural objects • terrains • complex dynamic objects • point rendering with OpenGL’s GL_POINT • very fast (up to 10 million points per second) • OpenGL does lighting

  11. results • points are well suited for • proceduralgeometry

  12. results • points are well suited for • proceduralgeometry • terrains

  13. results • points are well suited for • proceduralgeometry • terrains • complexgeometry

  14. results • points are well suited for • proceduralgeometry • terrains • complexgeometry • combinations

  15. complex polygonal geometry • generate list of randomly distributed samples • for every frame: compute n, render the first n 100,000 10,000 1,000

  16. complex polygonal geometry • easy speed / quality trade off • frame rate control 100,000 10,000 1,000

  17. modified complex geometry • simple modifications on the fly 30 fps

  18. displaced geometry 25,000 points 25,000 points

  19. displaced geometry 25,000 points 100,000 points

  20. adaptive sampling

  21. undersampling factor < 1 > 1

  22. undersampling factor

  23. video sqrt(5) sampling

  24. adaptive point generation

  25. sqrt(5) sampling (2/5,1/5)

  26. sqrt(5) sampling

  27. sqrt(5) sampling

  28. sqrt(5) sampling

  29. sqrt(5) sampling

  30. sqrt(5) sampling

  31. sqrt(5) sampling • rotated, nested grids • grid distance decreases by 1/sqrt(5) • rotation angle  27o • special attention to boundaries

  32. procedural modifiers

  33. terrains

  34. terrains

  35. u d terrain parameterization • parameterize by (d,u) terrain d u screen

  36. terrain parameterization looking straight ahead looking up looking down

  37. terrain algorithm • sqrt(5) sampling scheme • undersampling factor • parameterizationdistortions • perspectivedistortions • displacement

  38. terrain occlusion culling occlusion culling, regular sampling occlusion culling, with adaptive sampling

  39. video results

  40. conclusion • points are very powerful, when details becomesmaller than a pixel • simple and efficient level of detail • simple manipulation • easily parallelizable • big potential for further improvements

  41. link • more at: • http://www-sop.inria.fr/reves

  42. acknowledgements • thanks to the European Union for funding me • with a Marie-Curie fellowship

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