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1 Real-Time High-Quality View-dependent Texture Mapping using Per-Pixel Visibility Damien Porquet Jean-Michel Dischler Djamchid Ghazanfarpour MSI Laboratory, Limoge University, LSIIT, Strasbourg University, France
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2 Plan 1.Introduction 2.Overview of the method 3.Precomputation step 4.Real-time rendering 5.Results 6.Conclusion & future work
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3 Plan 1.Introduction 2.Overview of the method 3.Precomputation step 4.Real-time rendering 5.Results 6.Conclusion & future work
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4 Introduction 1/2 Domain : Real-time Rendering Context : Real-time rendering of complex meshes Problematic : Geometrical complexity (i.e. visual accuracy) versus computation time Our approach : hybrid- image based & geometry rendering methods The method : Combine a simplified mesh and reference images of the original mesh to speed-up rendering time
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5 Relief Mapping Introduction 2/2 Related work : View-dependent Texture Mapping [Debevec et al. 96,98] ► no blending of reference images ► no subdivisions to avoid blurring Appearance Preserving Simplification [Cohen et al. 98] ► no need to compute bump-map for each LOD Relief Mapping [Oliveira et al. 00, Policarpo et al. 05] ► no parametrization ► relief not restricted to height field VDTM APS
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6 Plan 1.Introduction 2.Overview of the method 3.Precomputation step 4.Real-time rendering 5.Results 6.Conclusion & future work
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7 Overview of the method The method consists in Replacing a complex mesh laid out in a scene with a geometrically simplified version of it...... and map it with full relief stored in reference images
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8 Overview of the method The method consists in Replacing a complex mesh laid out in a scene with a geometrically simplified version of it...... and map it with full relief stored in reference images Precomputation step Given a complex object, compute its low polygon count version Grab viewpoints of the original mesh Rendering step Select best viewpoints Map lost relief onto the simplified surface
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9 Plan 1.Introduction 2.Overview of the method 3.Precomputation step 4.Real-time rendering 5.Results 6.Conclusion & future work
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10 Precomputation step 1/2 Reference viewpoint Complex mesh Reference viewpoint NormalsColorsDepths Reference images acquisition
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11 Precomputation step 2/2 Colors mapDepths mapNormals map Reference viewpoint 16 bitsRGB 24 bitsRGB 24 (scaled to [-1,1]) Texture resolution : 512x512 Data size without optimization : 2 Mb per viewpoint Optimization : 1 Mb/view using indexed colors and normals textures
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12 Plan 1.Introduction 2.Overview of the method 3.Precomputation step 4.Real-time rendering 5.Results 6.Conclusion & future work
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13 Real-time rendering 1/5 1. CPU 1. CPU : Selection of three best viewpoints For a given virtual eye position we select the three closest viewpoints among the reference viewpoints set => We consider that these three viewpoints covers all of the object surface 2. GPU : 2. GPU : Determination of the best viewpoint We extract one pixel from each of the three selected viewpoints, and determine the best Two steps:
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14 Reference viewpoint #1 Virtual viewpoint Rendered triangle Reference viewpoint #2 A B C Simplified mesh A1A1 B1B1 C1C1 A2A2 B2B2 C2C2 Real-time rendering 2/5 Vertex shader
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15 Real-time rendering 3/5 Per-pixel visibility determination Real object surface Simplified surface P' P Camera position O V2V2 P2P2 O2O2 V1V1 O1O1 P1P1 Pixel shader
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16 Real-time rendering 4/5 Per-pixel visibility determination Real object surface Simplified surface P' P δ err Camera position O V2V2 P2P2 O2O2 V1V1 O1O1 P1P1 δ simpli f Pixel shader
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17 Real-time rendering 5/5 Visibility determination: results viewpoint #1 Viewpoint #2 Viewpoint #3
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18 Plan 1.Introduction 2.Overview of the method 3.Precomputation step 4.Real-time rendering 5.Results 6.Conclusion & future work
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19 Results ● Hardware – CPU: 1.8 GHz – Graphic card: NVIDIA GeForce FX6800GT ● Vertex & fragment programs are written in Cg. ● Textures: 512x512 RGB ● Resolution: 512x512
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20 Results Original mesh 1.1 M triangles 30.2 FPS Simplified mesh 6 K triangles Simplified mesh + our method 606 FPS
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21 Results Original scene 15 M triangles 2.21 FPS Reconstructed scene 140 K triangles 66.73 FPS
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22 Results Close view Original mesh Simplified mesh
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23 Results Shadow projection Simplified mesh = 2000 faces Shadow is “deformed” on flat triangles because we reconstruct original relief
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24 Results Videos
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25 Plan 1.Introduction 2.Overview of the method 3.Precomputation step 4.Real-time rendering 5.Results 6.Conclusion & future work
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26 Conclusion & future work This paper presented a technique for real- time rendering of complex 3D objects using view-dependent texture mapping approach We combine reference images of a mesh and geometrical simplification to speed-up rendering for a little lost of visual accuracy Mapping done in object space ➔ No surface parametrization needed Future Work ➔ Add details to object’s silhouettes ➔ Automatic selection of best viewpoints ➔ Reduce relief deformation
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27 Questions ?
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28 Results Original scene 122 M triangles 0.3 FPS Reconstructed scene 565 K triangles 32 FPS
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