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Billboard Clouds Xavier Décoret† Frédo Durand† Francois Sillion

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Presentation on theme: "Billboard Clouds Xavier Décoret† Frédo Durand† Francois Sillion"— Presentation transcript:

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2 Billboard Clouds Xavier Décoret† Frédo Durand† Francois Sillion
Julie Dorsey‡ †MIT-CSAIL Artis (INRIA/CNRS/UJF/INPG) ‡ Yale university

3 What this is not about!

4 What this is about New representation: Rectangles  global shape
Textures with a  finer details (silhouette) + appearance Take more to explain what it is Explain why we use the term “cloud” Geometry is captured with plane AND textures

5 Mesh Simplification Clustering [RB93,LT97]
Hierarchical Dynamic Simplification [LE97] Decimation of Triangle Meshes [SZL92] Re-tiling [Tur92] Progressive Meshes [Hop96,PH97] Quadric Error Metrics [GH97] Out of Core Simplification [Lin00] Comprehensive Voxel based reconstruction [HHK+95] Multiresolution analysis [EDD+95] Superfaces [KT96], face cluster [WGH00]

6 Mesh Simplification Constraints on models Error control
Simplification envelopes [CVM96] Permission Grids [ZG02] Image driven [LT00] Handling of attributes (textures and colors) Integration to the metric[GH98][Hop99] Re-generation [CMRS98,COM98] Extreme Simplification Silhouette Clipping [SGG+00] Go faster + images (oversimplified) “Error that you incur”

7 Alternative Rendering
Image-based rendering Lightfield,Lumigraph [LH96,GGRC96] Impostors [Maciel95,Aliaga96,DSSD99] Relief Textures [OB00] Point-based rendering Surfels [PZBG00] Pointshop 3D [ZPKG02]

8 Classic billboards A modelling “trick” [RH94]
Generalization to many planes / formalism Automatic construction

9 Classic Billboards Pause For a very non convex model

10 Classic Billboards

11 Classic Billboards Hide the gaps under the carpet

12 Principle Illustrated in 2D polygonal model

13 Simplification by planes
Principle Simplification by planes polygonal model

14 Principle (1) Allow vertex displacement Maximum displacement P

15 Valid approximation by a plane
Principle (2) Project faces onto planes Valid approximation by a plane Face

16 Valid approximation by a plane
Principle (2) Project faces onto planes Valid approximation by a plane

17 Problem How many planes? Which planes?

18 Overview Express as an optimization problem
Represent the space of planes Measure a plane’s relevance Find a set of planes

19 Optimization problem Define over the set of Billboard clouds:
An error function Vertex displacement A cost function Number of planes Error Based: bound max error  minimize cost

20 Overview Express as an optimization problem
Represent the space of planes Dual representation Discretization Measure a plane’s relevance Find a set of planes

21 Dual representation Dual space  Primal space Illustrated in 2D
Hough transform [Hough62] Dual space 2p Dual of line = point Line Origin Primal space

22 Dual of a point Primal space Dual space
Set of lines going through the point (xP,yP) Origin 2p Primal space Dual space

23 Dual of a point Primal space Dual space
Set of lines going through the point (xP,yP) Origin 2p Primal space Dual space

24 Dual of a point Primal space Dual space
Set of lines going through the point (xP,yP) Origin 2p Primal space Dual space

25 Dual of a point Primal space Dual space
Set of lines going through the point (xP,yP) Origin 2p Primal space Dual space

26 Dual of a point Primal space Dual space
Set of lines going through the point r = xPcosq +yP sinq (xP,yP) Origin 2p Primal space Dual space

27 Dual of a point Primal space Dual space
Set of lines going through the point r = xPcosq +yP sinq r  0 (xP,yP) Origin 2p Primal space Dual space

28 Dual of a sphere Primal space Dual space
Set of lines intersecting the sphere R P Origin 2p Primal space Dual space

29 Dual of a sphere Primal space Dual space
Set of lines intersecting the sphere R Dual of center P P Origin 2p Primal space Dual space

30 Dual of a sphere Primal space Dual space
Set of lines intersecting the sphere R 2R Dual of center P P Origin 2p Primal space Dual space

31 Dual of sphere = 2R-thick slice
Dual of a sphere Set of lines intersecting the sphere Dual of sphere = 2R-thick slice R P Origin 2p Primal space Dual space

32 Dual of a face Primal space Dual space
Planes intersecting all vertices’ spheres R P’ R P Origin 2p Primal space Dual space

33 Dual of a face Primal space Dual space
Planes intersecting all vertices’ spheres R P’ R P Don’t’ mention dual space when you say planes Origin 2p Primal space Dual space

34 Dual of a face How to work with this complex set of planes?  R P’ R P
2p How to work with this complex set of planes?

35 Discretization How to work with this complex set of planes?  Bins R
2p How to work with this complex set of planes?

36 Discretization How to work with this complex set of planes?  R P’ R P
2p How to work with this complex set of planes?

37 Overview Express as an optimization problem
Represent the space of planes Dual representation Discretization Measure a plane’s relevance Density function Find a set of planes

38 Discretization How to work with this complex set of planes?  R P’ R P
2p How to work with this complex set of planes?

39 Discretization R P P’ R P P’ R P P’ R P P’ R P P’ R P P’ R P P’ 2p

40 There is (at least) one plane valid for the face
Discretization A tagged bin indicates that: There is (at least) one plane valid for the face 2p Relevance of this plane?

41 Use projected area of face (on central plane)
Relevance Grey plane is a better approximation of face ! Use projected area of face (on central plane) Density function 2p

42 Density function Compute in plane space (a float per bin)
Represent the relevance of each plane Accumulate face contributions into the bins

43 Density function + - Faces   Density Planes valid for face
Vary -> vari

44 Density function Faces Planes valid for face Density + -

45 Density function Faces Planes valid for face Density + -

46 Density function Faces Planes valid for face Density + -

47 Density function Faces Planes valid for face Density + -

48 Density function Faces Planes valid for face Density + -

49 Density function Faces Planes valid for face Density + -

50 Density function Faces Planes valid for face Density + -

51 Density function Faces Planes valid for face Density + -

52 Density function Faces Density + -

53 Overview Express as an optimization problem
Represent the space of planes Hough transform Discretization Measure a plane’s relevance Density function Find a set of planes Greedy selection of best plane

54 Density function Faces Bin with highest density

55 Density function Faces Faces for which bin is valid Bin with highest

56 Density function How to find this plane?  Faces High density
There is probably a plane valid for all the faces How to find this plane?

57 Adaptive search How to find this plane?  Faces Test central plane
High density There is probably a plane valid for all the faces Subdivide Local density recomputation How to find this plane?

58 Algorithm Details more the Build Billboard construction Adaptive
“For example using OpenGL”

59 2D 3D The Full Monty (3D) Faces Segments Triangles Primal Lines Planes
Dual , ,f, Density function r Dual space Primal space f Origin q,f

60 A Simple Example Talk all the time

61 Texture optimization Working in dual space can group faces that are far away in primal space + No need for connectivity - Can potentially waste texture space & fill rate Billboard Wasted space (transparent)

62 Texture optimization Working in dual space can group faces that are far away in primal space + No need for connectivity - Can potentially waste texture space & fill rate Billboards

63 Texture Optimization

64 Texture Optimization Connected component

65 Results (1) Shadows = trick And no self shadowing Synchronize
We are using a cloud of # billboards Mention the gaps now Realistic Emphasize we show full screen

66 Results (2)

67 Results (2)

68 Results (2) Billboard Cloud Polygons

69 Limitations Gaps Texture memory If # of planes is too small
Project faces on multiple planes Texture memory Other methods need resampling as well Overhead = transparent texels (~30%) Use texture packing

70 Conclusions New representation Arbitrary models Automatic construction
Rectangles  global shape Textures  finer details (silhouette) + appearance Arbitrary models Automatic construction Simple error criterion Extreme simplification

71 Future work Texture compression View-dependent billboard clouds
Hardware compression Adaptive Texture Maps [KrausErtl02] Texture packing View-dependent billboard clouds Multi-meshed impostors [DSSD99] Stochastic density computation Application to collision detection e.g intersection of a ray ~ texture lookup

72 Acknowledgments INRIA NSF EIA-9802220 NTT (partnership MIT9904-30)
Addy Ngan, Ray Jones, Eric Chan people at MIT Reviewers Thank you


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