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Non-Invasive Interactive Visualization of Architectural Environments

Non-Invasive Interactive Visualization of Architectural Environments. Christopher Niederauer U.C. Santa Barbara Mike Houston Stanford University Maneesh Agrawala Microsoft Research Greg Humphreys University of Virginia. Motivation. Trackball style manipulator. Walkthrough.

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Non-Invasive Interactive Visualization of Architectural Environments

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  1. Non-Invasive Interactive Visualization of Architectural Environments Christopher Niederauer U.C. Santa Barbara Mike Houston Stanford University Maneesh Agrawala Microsoft Research Greg Humphreys University of Virginia

  2. Motivation Trackball style manipulator Walkthrough ArcBall [Shoemake 1992] [Teller 1992] Can’t see overall interior/exterior structure!

  3. Motivation

  4. The Idea • Exploded view • Non-Invasive [Mohr 2001] Overall structure is visible!

  5. How It’s Done • Example Architecture: Soda Hall • Geometric Analysis (Pre-Process) • Rendering Geometric Analysis Rendering Floor Gather Data Find Splits Composite … OpenGL Stream Floor

  6. Gather Architectural Data • Intercept the OpenGL stream • Find downward facing polygons • Requires up-vector up Geometric Analysis Rendering Floor OpenGL Stream Gather Data Find Splits Composite … Floor

  7. Gather Architectural Data Height Ceiling Area • Create Histogram 942 766 606 446 286 126 Soda Hall Side Profile Geometric Analysis Rendering Floor OpenGL Stream Gather Data Find Splits Composite … Floor

  8. Find Splitting Heights Geometric Analysis Rendering Floor OpenGL Stream Gather Data Find Splits Composite … Floor

  9. Offset Ceiling Heights

  10. Offset Ceiling Heights

  11. Rendering • Multiple Playback (Once per Floor) • Clipping Planes • Viewpoint Control Geometric Analysis Rendering Floor OpenGL Stream Gather Data Find Splits Composite … Floor

  12. Cluster Speedup Floor 2 Floor 3 Floor 1 Complete Model Composite

  13. Soda Hall Trackball Walkthrough

  14. Results with Soda Hall (Single Floor)

  15. Quake III: Arena Trackball Walkthrough

  16. Item Results with Quake III: Arena (Single Floor)

  17. Video

  18. Transparent Back-Faces

  19. Future Directions • Make fully automated: • Semantic inputs • Up vector • Number of stories to split into

  20. Future Directions [Salomon et al, 2003]

  21. Future Directions (Hand Designed Mock-up)

  22. Summary and Conclusions • Can improve viewer comprehension

  23. Acknowledgements • Pat Hanrahan • John Carmack • Christopher August • DOE VIEWS Grant #B504665

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