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Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo

Real-time Multi-perspective Rendering on Graphics Hardware. Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo. Teaser. Real-time near object reflection off curved surface. Environment map. Ray tracing. Our technique. Camera Projection Model. Single-perspective

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Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo

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  1. Real-time Multi-perspective Rendering on Graphics Hardware Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo

  2. Teaser • Real-time near object reflection off curved surface Environment map Ray tracing Our technique

  3. Camera Projection Model • Single-perspective • Projection directions merge at a single point • Pin-hole, orthographic, oblique, etc • Supported on graphics hardware • Multi-perspective • Arbitrary projection directions • General linear camera [Yu and McMillan 2004 - 2005] • Not directly supported on graphics hardware

  4. may not intersect at one point! Why Multi-perspective Projection? • Model many natural phenomena curved reflection refraction caustics

  5. Goal and Previous Work

  6. Our Methodology • Multi-perspective projection on feed-forward pipeline • Similar to beam tracing • Handles only planlar reflection • Curved reflection via polygon rasterization • (as opposed to ray tracing on GPU) • Custom vertex and fragment program • Non-linear rasterization

  7. Algorithm Overview • Build coarse triangle mesh • Determine projection directions at mesh vertices • Render each camera triangle via polygon rasterization • Multi-perspective projection • Custom vertex/fragment program

  8. Parameterization • Barycentric interpolation • C0 continuity d = w1d1 + w2d2 + w3d3 d3 d1 d v1 d2 w2 p v3 w3 w1 v2

  9. shaded killed p11 p13 p12 Rasterize one scene △ in one camera △ • Vertex program: bounding triangle estimation • Fragment program: ray-triangle intersection d3 d2 v1 pij = projection of vj under di v2 v3 d1

  10. Limitations and Acceleration • Very brute force • Rasterize every scene △ in every camera △ • Bounding △ over-estimation • No Zcull • Acceleration object culling bounding △ culling camera tessellation level

  11. faster Camera Tessellation Level • Smaller camera △ provides better bounding △ estimation Ray tracing 26 (51 fps) 26x4 (63 fps) 26x4x4 (5 fps)

  12. Performance

  13. Applications reflection refraction caustics visualization

  14. Refraction Only C0 continuity Ray tracing Our result

  15. Caustics • Multi-perspective rendering into light point • Photon splatting photon location map reflector light caustic receiver

  16. Visualization

  17. Future Work • Speed improvement • Tighter bounding △ estimation • Multiple reflections/refractions (i.e. beam tracing) • Ck continuity with k > 0 • Ride with polygon rasterization! • GPU is not designed for ray tracing [Purcell et al 2002] • CPU ray tracing [Wald et al 2006] ?

  18. Thank you!

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