Honours Graphics 2008 Session 7. Today’s focus Indoor environment rendering BSP and Portal techniques revisited.

Slides:



Advertisements
Similar presentations
Visible-Surface Detection(identification)
Advertisements

Collisions and Intersections When objects move, test for collision. When projecting surfaces, check for intersections. (Many slides adapted from Amitabh.
Computer graphics & visualization Collisions. computer graphics & visualization Simulation and Animation – SS07 Jens Krüger – Computer Graphics and Visualization.
Overview of 3D Object Representations Thomas Funkhouser Princeton University C0S 597D, Fall 2003.
AreaPortal Visibility By Filami. Objectives Practice the techniques of visibility determination using Area Portals; Develop an experimental application.
CAP4730: Computational Structures in Computer Graphics Visible Surface Determination.
CHAPTER 12 Height Maps, Hidden Surface Removal, Clipping and Level of Detail Algorithms © 2008 Cengage Learning EMEA.
CSE 381 – Advanced Game Programming Scene Management
Week 14 - Monday.  What did we talk about last time?  Bounding volume/bounding volume intersections.
CS447/ Realistic Rendering -- Solids Modeling -- Introduction to 2D and 3D Computer Graphics.
Honours Graphics 2008 Session 6. Today’s focus Terrain rendering Heightfield generation Level-of-detail for terrain.
Tomas Mőller © 2000 Speeding up your game The scene graph Culling techniques Level-of-detail rendering (LODs) Collision detection Resources and pointers.
Introduction General Data Structures - Arrays, Linked Lists - Stacks & Queues - Hash Tables & Binary Search Trees - Graphs Spatial Data Structures -Why.
Introduction General Data Structures - Arrays, Linked Lists - Stacks & Queues - Hash Tables & Binary Search Trees - Graphs Spatial Data Structures -Why.
Chapter 3 2D AND 3D SPATIAL DATA REPRESENTATIONS 김 정 준.
IE433 CAD/CAM Computer Aided Design and Computer Aided Manufacturing Part-4 Computer Graphics- CAD Software Industrial Engineering Program King Saud University.
1 Advanced Scene Management System. 2 A tree-based or graph-based representation is good for 3D data management A tree-based or graph-based representation.
10/11/2001CS 638, Fall 2001 Today Kd-trees BSP Trees.
10/02/03CS679 - Fall Copyright Univ. of Wisconsin Last Time Octrees.
Hidden Surface Removal
1 Occlusion Culling ©Yiorgos Chrysanthou, , Anthony Steed, 2004.
Week 1 - Friday.  What did we talk about last time?  C#  SharpDX.
Sort-Last Parallel Rendering for Viewing Extremely Large Data Sets on Tile Displays Paper by Kenneth Moreland, Brian Wylie, and Constantine Pavlakos Presented.
Modeling and representation 1 – comparative review and polygon mesh models 2.1 Introduction 2.2 Polygonal representation of three-dimensional objects 2.3.
Computer Graphics 2 Lecture x: Acceleration Techniques for Ray-Tracing Benjamin Mora 1 University of Wales Swansea Dr. Benjamin Mora.
3D Object Representations 2005, Fall. Course Syllabus Image Processing Modeling Rendering Animation.
Graphics Graphics Korea University cgvr.korea.ac.kr Creating Virtual World I 김 창 헌 Department of Computer Science Korea University
10/09/2001CS 638, Fall 2001 Today Spatial Data Structures –Why care? –Octrees/Quadtrees –Kd-trees.
COMPUTER AIDED DESIGN -(CAD)-3
1 Speeding Up Ray Tracing Images from Virtual Light Field Project ©Slides Anthony Steed 1999 & Mel Slater 2004.
The Visibility Problem In many environments, most of the primitives (triangles) are not visible most of the time –Architectural walkthroughs, Urban environments.
09/09/03CS679 - Fall Copyright Univ. of Wisconsin Last Time Event management Lag Group assignment has happened, like it or not.
Graphics Graphics Korea University cgvr.korea.ac.kr Solid Modeling 고려대학교 컴퓨터 그래픽스 연구실.
The BSP-tree from Prof. Seth MIT.. Motivation for BSP Trees: The Visibility Problem We have a set of objects (either 2d or 3d) in space. We have.
Real-Time Rendering SPEEDING UP RENDERING Lecture 04 Marina Gavrilova.
HomeWork 2 Solution Chen Zhanqing.
1 Advanced Scene Management. 2 This is a game-type-oriented issue Bounding Volume Hierarchies (BVHs) Binary space partition trees (BSP Trees) “Quake”
PRESENTED BY – GAURANGI TILAK SHASHANK AGARWAL Collision Detection.
Using BSP for CD Ref: BSP in deBerg et al ’ s book (url)url.
Collaborative Visual Computing Lab Department of Computer Science University of Cape Town Graphics Topics in VR By Shaun Nirenstein.
Real-time Graphics for VR Chapter 23. What is it about? In this part of the course we will look at how to render images given the constrains of VR: –we.
1 KIPA Game Engine Seminars Jonathan Blow Ajou University December 6, 2002 Day 10.
Visual Computing Geometric Modelling 1 INFO410 & INFO350 S2 2015
C. Lawrence Zitnick Microsoft Research, Redmond Devi Parikh Virginia Tech Bringing Semantics Into Focus Using Visual.
CSCE 552 Spring D Models By Jijun Tang. Triangles Fundamental primitive of pipelines  Everything else constructed from them  (except lines and.
Hank Childs, University of Oregon Volume Rendering, pt 1.
Ray Tracing Fall, Introduction Simple idea  Forward Mapping  Natural phenomenon infinite number of rays from light source to object to viewer.
Greg Humphreys CS445: Intro Graphics University of Virginia, Fall D Object Representations Greg Humphreys University of Virginia CS 445, Fall 2003.
Greg Humphreys CS445: Intro Graphics University of Virginia, Fall 2003 Subdivision Surfaces Greg Humphreys University of Virginia CS 445, Fall 2003.
In the name of God Computer Graphics. Introduction Modeling techniques modeling techniques managements Some renderings.
Maths & Technologies for Games Spatial Partitioning 2
3D Object Representations 2011, Fall. Introduction What is CG?  Imaging : Representing 2D images  Modeling : Representing 3D objects  Rendering : Constructing.
Maths & Technologies for Games Spatial Partitioning 1 CO3303 Week 8-9.
Honours Graphics 2008 Session 5. Today’s focus Rasterization Visibility determination Coarse / fine visibility determination.
Honours Graphics 2008 Session 2. Today’s focus Vectors, matrices and associated math Transformations and concatenation 3D space.
1 CSCE 441: Computer Graphics Hidden Surface Removal Jinxiang Chai.
BSP Tree Supplement Jyun-Ming Chen. Fall Kd-Tree and BSP tree kd-tree is a special kind of bsp tree.
1 Advanced Scene Management. 2 This is a game-type-oriented issue Bounding Volume Hierarchies (BVHs) Binary space partition trees (BSP Trees) “Quake”
Solid Modeling Dr. Scott Schaefer.
3D Object Representations 2009, Fall. Introduction What is CG?  Imaging : Representing 2D images  Modeling : Representing 3D objects  Rendering : Constructing.
CS552: Computer Graphics Lecture 28: Solid Modeling.
Bounding Volume Hierarchies and Spatial Partitioning
Bounding Volume Hierarchies and Spatial Partitioning
Introduction to Graphics Modeling
Modeliranje kompleksnih modelov
3D Object Representations
CSCE 441: Computer Graphics Hidden Surface Removal
Three-Dimensional Object Representation
Overview of Modeling 김성남.
Modeliranje kompleksnih modelov
Presentation transcript:

Honours Graphics 2008 Session 7

Today’s focus Indoor environment rendering BSP and Portal techniques revisited

Indoor / urban rendering Often makes use of BSP / PVS system Octrees and Portal systems in use as well Portals form a solution for PVS creation

BSP Several types of BSP trees: Node-storing BSP Leaf-storing BSP Solid BSP Each BSP type has specific properties that make it more useful for certain purposes

Node BSP Original BSP tree as described by Fuchs Chooses dividing plane from available faces in geometry. Stores dividing face in node, passes along remaining faces as appropriate Not conducive to tasks such as collision detection as the faces on nodes have no spatial relationship Traditionally used in software renderers as it generates the least amount of splits

Node BSP, image

Leaf BSP All geometric data stored in leafs Nodes store only dividing plane Leafs represent cells that store all the triangles in a list Cells are convex and it is possible to find the openings between cells (sometimes called portals) Useful in hardware rendering and techniques such as collision detection Portals can be used to compute PVS for BSP

Leaf BSP, image

Solid BSP Expands leafs of leafy BSP to provide solid information Effective and elegant for techniques such as collision detection

Solid BSP, image

Solid Leafy BSP Simply combines leafy and solid BSPs to maintain advantages of both

Solid Leafy BSP, image

Portals Either placed manually by level-designers, or automatically Automatic placement not optimal, but useful in many cases – such as automatically creating a PVS (requires portal information) Uses splitting nodes of BSP to determine portals automatically

Portals for rendering Many advantages: Theoretically no overdraw (optimal for software rendering) Allows effects such as transparency and reflection Can cater for somewhat dynamic environments Conceptually easy to understand But: can have significant computational overhead with arbitrary shaped view frusta with large number of planes. Not as good for urban scenes in general

Portals for rendering, cont. Automatic portal creation normally produces a very large set of portals Thus typically has to rely on manually placed portals by level-designers

BSP, Collision detection

Homework Write code (pseudo or real) for Line-of- Sight determination boolean GetLOS(BSP t, point a, point b); Complete for session 9