Non-Invasive Interactive Visualization of Architectural Environments Christopher NiederauerU.C. Santa Barbara Mike HoustonStanford University Maneesh AgrawalaMicrosoft.

Slides:



Advertisements
Similar presentations
Visibilidade MO603/MC930. Visibilidade Algoritmos básicos de visibilidade Algoritmo pintor Z-buffer Estilos de Shading Ray-casting.
Advertisements

Exploded Views for Volume Data Stefan Bruckner, M. Eduard Gröller Institute of Computer Graphics and Algorithms Vienna University of Technology.
15.1 Si23_03 SI23 Introduction to Computer Graphics Lecture 15 – Visible Surfaces and Shadows.
8.1si31_2001 SI31 Advanced Computer Graphics AGR Lecture 8 Polygon Rendering.
CS 352: Computer Graphics Chapter 7: The Rendering Pipeline.
Computer Graphics methods
Joydeep Biswas, Manuela Veloso
Shared Graphics Skills Cameras and Clipping Planes
CAP4730: Computational Structures in Computer Graphics Visible Surface Determination.
Graphics Graphics Korea University cgvr.korea.ac.kr 1 Hidden Surface Removal 고려대학교 컴퓨터 그래픽스 연구실.
Progressive Transmission of Appearance Preserving Octree-Textures Camille Perin Web3D 2008 August 9, 2008 Julien LacosteBruno Jobard LIUPPA University.
Visibility Culling using Hierarchical Occlusion Maps Hansong Zhang, Dinesh Manocha, Tom Hudson, Kenneth E. Hoff III Presented by: Chris Wassenius.
Reducing Shading on GPUs Using Quad-Fragment Merging JAEHYUN CHO
Object-Space Visibility Culling Anthony Steed University College London Based upon material presented by Claudio T. Silva at Eurographics 1999 Slides,
Real-Time Rendering SPEACIAL EFFECTS Lecture 03 Marina Gavrilova.
ADVISE: Advanced Digital Video Information Segmentation Engine
1 Image-Based Visual Hulls Paper by Wojciech Matusik, Chris Buehler, Ramesh Raskar, Steven J. Gortler and Leonard McMillan [
Real-Time Geometric and Color Calibration for Multi-Projector Displays Christopher Larson, Aditi Majumder Large-Area High Resolution Displays Motivation.
DDDDRRaw: A Prototype Toolkit for Distributed Real-Time Rendering on Commodity Clusters Thu D. Nguyen and Christopher Peery Department of Computer Science.
Workshop on Parallel Visualization and Graphics Chromium Mike Houston, Stanford University and The Chromium Community.
Optimized Subdivisions for Preprocessed Visibility Oliver Mattausch, Jiří Bittner, Peter Wonka, Michael Wimmer Institute of Computer Graphics and Algorithms.
Fall 2006 revised1 Frustum Culling in OpenGL Ref: MarkMoley.com.
Visibility Culling Markus Hadwiger & Andreas Varga.
The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL Adrian Ilie Non-Photorealistic Rendering Techniques for a Game Engine COMP 238 Final Project.
Designing Effective Step-By-Step Assembly Instructions Maneesh Agrawala, Doantam Phan, Julie Heiser, John Haymaker, Jeff Klingner, Pat Hanrahan and Barbara.
Rendering Pipeline Aaron Bloomfield CS 445: Introduction to Graphics Fall 2006 (Slide set originally by Greg Humphreys)
10/11/2001CS 638, Fall 2001 Today Kd-trees BSP Trees.
Introduction to 3D Graphics John E. Laird. Basic Issues u Given a internal model of a 3D world, with textures and light sources how do you project it.
Hidden Surface Removal
1 Occlusion Culling ©Yiorgos Chrysanthou, , Anthony Steed, 2004.
Applied Anatomical Diagnostic Framework for Visualizing the Human Body in a 3-D, Immersive, Navigable and Interactive VR Environment May 4, 2012 Steven.
Geometry Volume of Pyramids and Cones. August 21, 2015 Goals Find the volume of pyramids and cones. Solve problems using volume. Skip Intro.
Cornell CS465 Fall 2004 Lecture 1© 2004 Steve Marschner 1 CS465: Computer Graphics I Professor: Steve Marschner.
Creating a Gas, Cloze Procedure Barbara Konowicz Funds for this project were provided by a grant from the federal Improving Teacher Quality State Grants.
10/29/02 (c) 2002 University of Wisconsin, CS559 Today Hidden Surface Removal Exact Visibility.
Chep06 1 High End Visualization with Scalable Display System By Dinesh M. Sarode, S.K.Bose, P.S.Dhekne, Venkata P.P.K Computer Division, BARC, Mumbai.
Section 13.4 The Cross Product. Torque Torque is a measure of how much a force acting on an object causes that object to rotate –The object rotates around.
SPIE'01CIRL-JHU1 Dynamic Composition of Tracking Primitives for Interactive Vision-Guided Navigation D. Burschka and G. Hager Computational Interaction.
JOHN PAUL JONES ARENA CHARLOTTESVILLE, VIRGINIA JOHN PAUL JONES ARENA CHARLOTTESVILLE, VIRGINIA FINAL DESIGN PRESENTATION LOGAN BROWN LIGHTING/ELECTRICAL.
Culling Techniques “To cull” means “to select from group” In graphics context: do not process data that will not contribute to the final image The “group”
Visibility Culling David Luebke Computer Science Department University of Virginia
Stream Processing Main References: “Comparing Reyes and OpenGL on a Stream Architecture”, 2002 “Polygon Rendering on a Stream Architecture”, 2000 Department.
Hidden Surface Removal 1.  Suppose that we have the polyhedron which has 3 totally visible surfaces, 4 totally invisible/hidden surfaces, and 1 partially.
University of Chicago, Section of General Surgery UC Hospitals, Center for Clinical Information Rigorous Exploration of Medical Data.
Why John Carmack Drives A Ferrari John Ketchpaw : Computer Graphics 1 February 28, 2002.
IMAGIS-GRAVIR / IMAG Drawing for Illustration and Annotation in 3D David Bourguignon*, Marie-Paule Cani* and George Drettakis** *iMAGIS, INRIA Rhône-Alpes,
Image-Based Segmentation of Indoor Corridor Floors for a Mobile Robot
Ramesh Raskar University of North Carolina at Chapel Hill Ramesh Raskar University of North Carolina at Chapel Hill Image Precision Silhouette Edges Michael.
A Very Brief Overview of Non-Photorealistic Rendering Conrad Albrecht-Buehler Graduate Thesis Seminar September 24, 2001.
Virtual Reconstruction of Medieval Architecture Maic Masuch and B.Freudenberg, T. Strothotte, University of Magdeburg B. Ludowici, S. Kreiker, Museum of.
A Physical 3D Trackball A Physical 3D Trackball Myung-Soo Kim, Joon-Kyung Seong, Dae-Eun Hyun, Kang-Hoon Lee, Yoo-Jin Choi Seoul National University.
3-D Information cs5764: Information Visualization Chris North.
Rendering Large Models (in real time)
CS 445 / 645: Introductory Computer Graphics Review.
Shadows David Luebke University of Virginia. Shadows An important visual cue, traditionally hard to do in real-time rendering Outline: –Notation –Planar.
DPL3/10/2016 CS 551/651: Simplification Continued David Luebke
Occlusion Culling David Luebke University of Virginia.
Graphics Programming CSC
Frustum Culling in OpenGL
Week 2 - Friday CS361.
Rendering Pipeline Aaron Bloomfield CS 445: Introduction to Graphics
Non-Photorealistic Rendering Techniques for a Game Engine
© University of Wisconsin, CS559 Fall 2004
© University of Wisconsin, CS559 Fall 2004
Software Rasterization
Computer Graphics Imaging
Visibility Computations
Conservative Visibility Preprocessing using Extended Projections Frédo Durand, George Drettakis, Joëlle Thollot and Claude Puech iMAGIS-GRAVIR/IMAG-INRIA.
Presentation transcript:

Non-Invasive Interactive Visualization of Architectural Environments Christopher NiederauerU.C. Santa Barbara Mike HoustonStanford University Maneesh AgrawalaMicrosoft Research Greg HumphreysUniversity of Virginia

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

Motivation

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

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

Gather Architectural Data Intercept the OpenGL stream –Find downward facing polygons Requires up-vector Geometric AnalysisRendering Find Splits OpenGL Stream … Floor Composite up Gather Data

446 Gather Architectural Data Create Histogram Height Ceiling Area Geometric AnalysisRendering OpenGL Stream … Floor Composite Soda Hall Side Profile Find Splits Gather Data

Find Splits Find Splitting Heights Geometric AnalysisRendering Gather Data OpenGL Stream … Floor Composite

Offset Ceiling Heights

Rendering Multiple Playback (Once per Floor) –Clipping Planes –Viewpoint Control Geometric AnalysisRendering Gather Data Find Splits OpenGL Stream … Floor Composite

Cluster Speedup Composite Floor 1 Floor 2Floor 3 Complete Model

Soda Hall Trackball Walkthrough

Results with Soda Hall (Single Floor)

Quake III: Arena Trackball Walkthrough

Results with Quake III: Arena (Single Floor) Item

Video

Transparent Back-Faces

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

Future Directions [Salomon et al, 2003]

Future Directions (Hand Designed Mock-up)

Summary and Conclusions Can improve viewer comprehension

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