EFFICIENT RENDERING LARGE TERRAINS USING MULTIRESOLUTION MODELLING AND IMAGE PROCESSING TECHNIQUES Ömer Nebil YAVEROĞLU Department of Computer Engineering.

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Presentation transcript:

EFFICIENT RENDERING LARGE TERRAINS USING MULTIRESOLUTION MODELLING AND IMAGE PROCESSING TECHNIQUES Ömer Nebil YAVEROĞLU Department of Computer Engineering Middle East Technical University January 2010

O UTLINE Problem Definition Literature Survey Level Of Detail (LOD) Algorithms Problems of LOD Algorithms Two solutions proposed for Terrain Rendering Problem Methods Results Conclusion Future Work References

P ROBLEM DEFINITION Aim is rendering a large terrain with height field data dynamically at run time. Height Field data is provided as (2 n + 1) x (2 n +1) matrices which keeps height values in their cells. Basically terrains can be generated by combining these points by triangles as shown in the right figure. (Direct Rendering)

P ROBLEM DEFINITION The rendering process becomes problematic when the height field matrix gets larger. There exists a need for reducing the number of triangles to be rendered to reduce the computational complexity of the rendering process.

P ROBLEM DEFINITION Multi resolution modeling (Level Of Detail – LOD Algorithms) can be used to reduce the number of triangles to be rendered.

L EVEL OF DETAIL ( LOD ) ALGORITHMS Surface Roughness Distance to the Camera Position

P ROBLEMS OF LOD ALGORITHMS Correct level of detail Complex enough to not to reduce image quality Simple enough to reduce the number of triangles into an acceptable amount Cracks Popping

P ROBLEMS OF LOD ALGORITHMS Cracks are the gaps which occur at the borders of different level of details. Different techniques for avoiding cracks exist such as: Crack Filling Mapping the higher resolution to lower resolution Changing the connectivity at the borders

P ROBLEMS OF LOD ALGORITHMS Popping occurs when a lower resolution region is mapped to a higher resolution. This change occurs with an effect of a sudden change in geometry. Solution to this problem is applying morphing.

S OLUTION PROPOSED BY ULRICH Apply Chucked LOD Algorithm using quad trees to keep the height field data. Use a complex error metric which includes the distance to camera position and surface roughness Use crack filling for correcting the cracks. Apply morphing for popping problem.

S OLUTION PROPOSED BY L ARSEN & C HRISTENSEN Divide the terrain into tiles of equal size Allow these tiles to intersect at the borders in order to get over the cracking problem Cracks are avoided by rearranging the triangles at these intersecting regions Morphing is used to get over the popping problem

S OLUTION PROPOSED BY L ARSEN & C HRISTENSEN Two important points to keep in mind during implementation is mentioned in the paper: 1. Usage of at most 5 levels of detail is enough for the purpose. 2. Using display lists are much faster than using connected structures such as strips and fans. Also usage of connected structures are much faster than disconnected structures. This is a result of the working mechanisms of graphics cards.

M ETHODS Quad trees are used to keep the level information. An error metric is defined to determine the detail level of a node in the quad tree. Surface roughness and distance to camera position are used as parameters of this error metric.

M ETHODS Median filtering is applied on the height field data in order to decide on surface roughness. Distance to camera position is used as a tolerance parameter for errors. Cracks are eliminated by reordering the triangles forming a tile. No solutions are proposed for popping.

U SAGE OF QUAD TREES For each node … … decide whether to divide or not. Quad Size : 1024 x 1024 Quad Size : 512 x 512 Quad Size : 256 x 256

D ECIDING ON DIVIDING OR NOT If the errorMetric is less than or equal to 1, divide the quad into four. Average Error and Average Quad Error is computed using Median Filtering.

D ECIDING ON DIVIDING OR NOT Median Filtering is a non-linear image processing technique often used to remove noise from images or other irregularities from image files Values In the Filter: 0,1,1,2,2,2,3,3,3 Median of Filter : Values In the Filter: 0,2,2,2,2,3,3,4,5 Median of Filter :

D ECIDING ON DIVIDING OR NOT A 16 x 16 Median Filter is applied on the height field file to smooth the image. A difference image is constructed by subtracting each pixel of the smoothed image from original image. The difference image is used to determine the rough regions of the height field data.

D ECIDING ON DIVIDING OR NOT a) Original Imageb) Smoothed Imagec) Difference Image

D ECIDING ON DIVIDING OR NOT Average Error of a quad is the average of the corresponding pixel values in difference image Average Quad Error is nothing but the Average Error of the root of the quad tree.

C RACK P REVENTION

Cracking points are determined for each tile before they are rendered. They are corrected by dividing the lower resolution tiles into triangles to generate a perfect matching of vertices.

R ESULTS The algorithm is implemented on a PC with: 512 MB Nvidia Geforce 9500 M graphics card Intel® Core™ 2 Duo CPU 2.50 GHz 2013 MB memory The implementation is done from the scratch using just OpenGL with C++. Number of polygons required to generate the terrain and FPS values are measured for performance comparison

R ESULTS Two different benchmark height field images are used for testing : Smooth Terrain Complex Terrain

R ESULTS Three different algorithms are tested for performance comparison: Direct Rendering of the Terrain Multi Resolution Rendering without Crack Filling Multi Resolution Rendering with Crack Filling

R ESULTS (D IRECT R ENDERING )

R ESULTS ( M ULTI RESOLUTION MODELING WITHOUT CRACK FILLING )

R ESULTS ( M ULTI RESOLUTION MODELING WITH CRACK FILLING )

R ESULTS The polygon count required to render the terrain is reduced up to 49%. FPS Value is increased for the case without crack filling. For crack filling case, since the cracks are determined prior to rendering, FPS values are reduced.

C ONCLUSION An efficient terrain rendering method is implemented. Quad trees are used to define the level of detail. Nodes are expanded depending on the distance of the node to the camera and the surface roughness at the position of the node. Median Filtering is used to decide on surface roughness.

C ONCLUSION Distance to the camera position is used as a tolerance parameter for the error of the approximated quad. The performance results show that the algorithm reduces the number of polygons required to render the scene up to 49%. FPS values are also increased compared to the direct rendering with an exception of a small importance.

F UTURE W ORK First of all, the crack finding mechanism should be taken out of the display callback function with an increase of memory usage. Program can be implemented using GPU and Parallel Programming. The error function used for deciding the level of detail can be improved by the introduction of the new parameters for generating more realistic effects.

REFERENCES Boer, W. H. (2000). Fast Terrain Rendering Using Geometrical MipMapping. Larsen, B. D., & Christensen, N. J. (2003). Real-time Terrain Rendering using Smooth Hardware Optimized Level of Detail. Journal of WSCG, Vol.11, No.1, ISSN Plzen, Czech Republic: UNION Agency Science Press. Martin Schneider, R. K. (2007). Efficient and Accurate Rendering of Vector Data on Virtual Landscapes. Journal of WSCG, Stefan Röttger, W. H.-P. (1998). Real-Time Generation of Continuous Levels of Detail for Height Fields. WSCG'98. Szymon Rusinkiewicz, M. L. (2000). QSplat: A Multiresolution Point Rendering System for Large Meshes. SIGGRAPH New Orleans, LA, USA. Ulrich, T. (2002). Rendering Massive Terrains using Chunked Level of Detail Control.