Efficient Streaming of 3D Scenes with Complex Geometry and Complex Lighting Romain Pacanowski and M. Raynaud X. Granier P. Reuter C. Schlick P. Poulin.

Slides:



Advertisements
Similar presentations
A Real Time Radiosity Architecture for Video Games
Advertisements

Bi-Scale Radiance Transfer Peter-Pike Sloan Xinguo Liu Heung-Yeung Shum John Snyder Microsoft.
Computer graphics & visualization Global Illumination Effects.
An Introduction to Light Fields Mel Slater. Outline Introduction Rendering Representing Light Fields Practical Issues Conclusions.
WSCG 2007 Hardware Independent Clipmapping A. Seoane, J. Taibo, L. Hernández, R. López, A. Jaspe VideaLAB – University of A Coruña (Spain)
Zhao Dong 1, Jan Kautz 2, Christian Theobalt 3 Hans-Peter Seidel 1 Interactive Global Illumination Using Implicit Visibility 1 MPI Informatik Germany 2.
GI 2006, Québec, June 9th 2006 Implementing the Render Cache and the Edge-and-Point Image on Graphics Hardware Edgar Velázquez-Armendáriz Eugene Lee Bruce.
N-Buffers for efficient depth map query Xavier Décoret Artis GRAVIR/IMAG INRIA.
Week 10 - Monday.  What did we talk about last time?  Global illumination  Shadows  Projection shadows  Soft shadows.
Geometry Compression Michael Deering, Sun Microsystems SIGGRAPH (1995) Presented by: Michael Chung.
Presented by Konstantinos Georgiadis. Abstract This method extends the Hierarchical Radiosity approach for environments whose geometry and surface attributes.
Developer’s Survey of Polygonal Simplification Algorithms Based on David Luebke’s IEEE CG&A survey paper.
Progressive Transmission of Appearance Preserving Octree-Textures Camille Perin Web3D 2008 August 9, 2008 Julien LacosteBruno Jobard LIUPPA University.
Rapid Visualization of Large Point-Based Surfaces Tamy Boubekeur Florent Duguet Christophe Schlick Presented by Xavier Granier.
Computer graphics & visualization Pre-Computed Radiance Transfer PRT.
Efficient Sparse Voxel Octrees
Paper Presentation - An Efficient GPU-based Approach for Interactive Global Illumination- Rui Wang, Rui Wang, Kun Zhou, Minghao Pan, Hujun Bao Presenter.
Real-Time Rendering Paper Presentation Imperfect Shadow Maps for Efficient Computation of Indirect Illumination T. Ritschel T. Grosch M. H. Kim H.-P. Seidel.
Rasterization and Ray Tracing in Real-Time Applications (Games) Andrew Graff.
(conventional Cartesian reference system)
Direct-to-Indirect Transfer for Cinematic Relighting Milos Hasan (Cornell University) Fabio Pellacini (Dartmouth College) Kavita Bala (Cornell University)
3D Graphics Processor Architecture Victor Moya. PhD Project Research on architecture improvements for future Graphic Processor Units (GPUs). Research.
Final Gathering on GPU Toshiya Hachisuka University of Tokyo Introduction Producing global illumination image without any noise.
IN4151 Introduction 3D graphics 1 Introduction to 3D computer graphics part 2 Viewing pipeline Multi-processor implementation GPU architecture GPU algorithms.
Everything on Global Illumination Xavier Granier - IMAGER/UBC.
GPUGI: Global Illumination Effects on the GPU
Matrix Row-Column Sampling for the Many-Light Problem Miloš Hašan (Cornell University) Fabio Pellacini (Dartmouth College) Kavita Bala (Cornell University)
The Radiosity Method Donald Fong February 10, 2004.
Adaptive Streaming and Rendering of Large Terrains: a Generic Solution WSCG 2009 Raphaël Lerbour Jean-Eudes Marvie Pascal Gautron THOMSON R&D, Rennes,
University of Texas at Austin CS 378 – Game Technology Don Fussell CS 378: Computer Game Technology Beyond Meshes Spring 2012.
Computer graphics & visualization Point-Based Computer Graphics.
Real-time Rendering of Dynamic Vegetation Alexander Kusternig Vienna University Of Technology.
Realtime Caustics using Distributed Photon Mapping Johannes Günther Ingo Wald * Philipp Slusallek Computer Graphics Group Saarland University ( * now at.
Interactive Volume Visualization of General Polyhedral Grids Philipp Muigg 1,3, Markus Hadwiger 2, Helmut Doleisch 3, M. Eduard Gröller 1 1, Vienna University.
Mapping Computational Concepts to GPUs Mark Harris NVIDIA Developer Technology.
Interactive Virtual Relighting and Remodelling of Real Scenes C. Loscos 1, MC. Frasson 1,2,G. Drettakis 1, B. Walter 1, X. Granier 1, P. Poulin 2 (1) iMAGIS*
Lecture 3 : Direct Volume Rendering Bong-Soo Sohn School of Computer Science and Engineering Chung-Ang University Acknowledgement : Han-Wei Shen Lecture.
Adaptive Real-Time Rendering of Planetary Terrains WSCG 2010 Raphaël Lerbour Jean-Eudes Marvie Pascal Gautron THOMSON R&D, Rennes, France.
Interactive Rendering of Meso-structure Surface Details using Semi-transparent 3D Textures Vision, Modeling, Visualization Erlangen, Germany November 16-18,
Interactive Time-Dependent Tone Mapping Using Programmable Graphics Hardware Nolan GoodnightGreg HumphreysCliff WoolleyRui Wang University of Virginia.
Jonathan M Chye Technical Supervisor : Mr Matthew Bett 2010.
Cg Programming Mapping Computational Concepts to GPUs.
Computer Graphics and Multimedia Systems, University of Siegen, Germany 1 GPU-Based Responsive Grass Jens Orthmann, Christof Rezk-Salama, Andreas Kolb.
Parallel MDOM for Rendering Participating Media Ajit Hakke Patil – Daniele Bernabei Charly Collin – Ke Chen – Sumanta Pattanaik Fabio Ganovelli.
03/24/03© 2003 University of Wisconsin Last Time Image Based Rendering from Sparse Data.
An Efficient Representation for Irradiance Environment Maps Ravi Ramamoorthi Pat Hanrahan Stanford University SIGGRAPH 2001 Stanford University SIGGRAPH.
Real-time Shading with Filtered Importance Sampling Jaroslav Křivánek Czech Technical University in Prague Mark Colbert University of Central Florida.
1 Photon-driven Irradiance Cache J. BrouillatP. GautronK. Bouatouch INRIA RennesUniversity of Rennes1.
Semi-regular 3D mesh progressive compression and transmission based on an adaptive wavelet decomposition 21 st January 2009 Wavelet Applications in Industrial.
Tone Mapping on GPUs Cliff Woolley University of Virginia Slides courtesy Nolan Goodnight.
1 Real-time visualization of large detailed volumes on GPU Cyril Crassin, Fabrice Neyret, Sylvain Lefebvre INRIA Rhône-Alpes / Grenoble Universities Interactive.
1 Implicit Visibility and Antiradiance for Interactive Global Illumination Carsten Dachsbacher 1, Marc Stamminger 2, George Drettakis 1, Frédo Durand 3.
Characteristic Point Maps Hongzhi Wu Julie Dorsey Holly Rushmeier (presented by Patrick Paczkowski) Computer Graphics Lab Yale University.
Real-time Rendering of Heterogeneous Translucent Objects with Arbitrary Shapes Stefan Kinauer KAIST (Korea Advanced Institute of Science and Technology)
- Laboratoire d'InfoRmatique en Image et Systèmes d'information
Precomputed Radiance Transfer Field for Rendering Interreflections in Dynamic Scenes Minhao Pan, Rui Wang, Xinguo Liu, Qunsheng Peng and Hujun Bao State.
COMPUTER GRAPHICS CS 482 – FALL 2015 SEPTEMBER 29, 2015 RENDERING RASTERIZATION RAY CASTING PROGRAMMABLE SHADERS.
Romain Pacanowski INRIA Bordeaux University Xavier GranierChristophe SchlickPierre Poulin.
Fast Global Illumination Including Specular Effects Xavier Granier 1 George Drettakis 1 Bruce J. Walter 2 1 iMAGIS -GRAVIR/IMAG-INRIA iMAGIS is a joint.
Controlling Memory Consumption of Hierarchical Radiosity with Clustering iMAGIS -GRAVIR/IMAG-INRIA iMAGIS is a joint project of CNRS/INRIA/UJF/INPG Xavier.
Eigen Texture Method : Appearance compression based method Surface Light Fields for 3D photography Presented by Youngihn Kho.
Light Animation with Precomputed Light Paths on the GPU László Szécsi, TU Budapest László Szirmay-Kalos, TU Budapest Mateu Sbert, U of Girona.
Interactive Rendering of Translucent Deformable Objects Tom Mertens 1, Jan Kautz 2, Philippe Bekaert 1, Hans-Peter Seidel 2, Frank Van Reeth
1 Real-Time High-Quality View-dependent Texture Mapping using Per-Pixel Visibility Damien Porquet Jean-Michel Dischler Djamchid Ghazanfarpour MSI Laboratory,
Hybrid Ray Tracing and Path Tracing of Bezier Surfaces using a mixed hierarchy Rohit Nigam, P. J. Narayanan CVIT, IIIT Hyderabad, Hyderabad, India.
Hybrid Ray Tracing of Massive Models
Real-time Volumetric Lighting in Participating Media
Conclusion Introduced the Voxel DAG encoding
Real-time Global Illumination with precomputed probe
Presentation transcript:

Efficient Streaming of 3D Scenes with Complex Geometry and Complex Lighting Romain Pacanowski and M. Raynaud X. Granier P. Reuter C. Schlick P. Poulin INRIA Bordeaux University

Global illumination (indirect lighting) Increases realism of synthetic images Very long to compute unless using interactive/real-time techniques Motivation Global illumination for remote visualization systems

All lighting computations done on client Low data transfer requirements Rendering speed depends on scene geometric complexity  Motivation Client approach

Pre/compute indirect illumination Stream the indirect illumination to the client BUT: How to avoid an overhead transfer time proportional to the size of the geometry ? Need for an illumination representation not correlated to the geometry Motivation Server approach

Stochastic methods [ Purcell03,Gautron05, …] Fast but not real time  Depend on geometry  Radiosity methods [ Keller97, Segovia07 ] [ Dachsbacher07 ]: scene depth dependent  [ Laine07 ]: Real time Visual quality depends on geometric accuracy  Not suited for streaming context Previous Work Interactive/Real time global illumination

Concept: encode light transport effects in a structure [ Sloan02,Wang04,Pan07 ] Real time even with dynamic scenes Huge data size  Direct-to-indirect transfer [ Pellacini07 ] Data size is dependent on geometry complexity Previous Work Precomputed radiance transfer approaches

Most closely related to our work 3D regular grid [ Mitchell06 ] Irradiance values at vertices Geometric dependency of irradiance  Storage cost increases Previous Work Irradiance Volumes [Greger97]

New structure for indirect illumination Geometry independent GPU friendly Streaming technique for our lighting structure Client/Server visualization system Independent streaming of geometry and lighting Direct illumination on the client side Our Method Overview

Indirect Lighting Representation Overview Regular 3D grid 6 irradiance vectors at each vertex Directional interpolation To reconstruct irradiance for any normal Spatial interpolation Easily compressed GPU friendly

Indirect Lighting Representation Irradiance vector Irradiance Materials Reflected Radiance

Indirect Lighting Representation Irradiance vector directional interpolation

Colored irradiance vector for direction : 3x3 matrix Compression: Direction + Color If : no artefacts are introduced Indirect Lighting Representation GPU : Irradiance vector compression

Color 32 bits R9_G9_B9_E5 GPU compatible format RGBE [ Ward91 ] Direction XYZ: 24 bits (3x8 bits) (θ, ϕ ): 2x8 bits ([ Jensen96 ]) Quantization used to reduce the transfer size Indirect Lighting Representation GPU : Irradiance vector quantization

Regular grid 12x3D Textures 6 for direction 6 for color Format GL_RGB16F_ARB 6 texture fetches per pixel Native trilinear interpolation Indirect Lighting Representation GPU issues

Server Precomputes and stores Illumination grids LOD for 3D objects Stores : Materials Planar Surfaces Our Remote Visualization System Overview Client CPU processes: Geometry Lighting (Push-Pull) Direct Transfer Streaming

Geometry, and then Lighting Lighting, and then Geometry Interleave Geometry and Lighting Our Remote Visualization System Streaming strategies

Initialization: 8 corners Each client request: N samples per slice Not yet received data vertices Holes in data = black spots Our Remote Visualization System Irradiance vector grid streaming

Our Remote Visualization System Push-Pull : filling holes in the grid 2. 3D Hierarchical hole filling (PUSH) 1. 3D Hierarchy construction (PULL) 3.For each completed level => Pyramidal Filter

Our Remote Visualization System Push-Pull : Results Without Push-Pull With Push-Pull and Filtering

Adaptation of [ Melax98,Gueziec99 ] techniques Vertex split to get a multiresolution mesh Streaming : Vertices Vertex Indices Vertex lookup tables Mesh is globally updated Our Remote Visualization System Geometry streaming

Our remote system: Server: Intel Q6600 with 4GB RAM Client: Nvidia 8800GTX Network: Wifi g Results Independence of geometry and lighting

Results Streaming geometry with constant illumination

Results Streaming illumination with constant geometry

Results Interleave streaming of geometry and illumination

Results Transfer time for indirect illumination

Results Transfer time for indirect illumination

Results Transfer time for geometry

New structure to represent indirect lighting: 3D regular grid with irradiance vectors at vertices GPU friendly Small memory footprint and short transfer time overhead Independent of geometric complexity Easily integrated with geometry streaming Conclusion Summary

Server side Precomputation to fit cluster architectures On-line precomputation Fast update mechanism for dynamic 3D scenes Local recomputation in regions of important changes Client side: reducing the process time New push-pull process (GPU) Future Work

Questions ? Thank you for your attention