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Interactive Sampling and Rendering for Complex and Procedural Geometry
Marc Stamminger, George Drettakis REVES/iMAGIS Sophia-Antipolis
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motivation tree created by AMAP 150,000 triangles
8 fps (Linux PC with GeForce Quadro)
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motivation rendered with points at 60 fps reduced quality
7 times faster
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motivation level of detail 100 trees 270,000 points 20 fps
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previous work 1985 Levoy/Whitted "The Use of Points as a Display Primitive" 1998 Grossman/Dally "Point Sample Rendering" 2000 Rusinkiewicz/Levoy "The Q-Splat" 2000 Pfister/Zwicker/van Baar/Gross "Surfels"
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very recent work Wand/Fischer/Peter/Meyer/auf der Heide/Strasser
"The Randomized z-Buffer Algorithm"
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point rendering pipeline
scene description vrml file mgf file … procedural model point set (3D-coordinates, normal, material) screen point rendering point generation
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point generation (orthographic) views filtered triangle mesh hierarchy
random points
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point rendering in software in hardware filtering texturing
hole filling in hardware as points as polygonal disks
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our approach fast / on the fly point generation for procedural objects
terrains complex dynamic objects point rendering with OpenGL’s GL_POINT very fast (up to 10 million points per second) OpenGL does lighting
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results points are well suited for procedural geometry
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results points are well suited for procedural geometry terrains
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results points are well suited for procedural geometry terrains
complex geometry
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results points are well suited for procedural geometry terrains
complex geometry combinations
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complex polygonal geometry
generate list of randomly distributed samples for every frame: compute n, render the first n 100,000 10,000 1,000
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complex polygonal geometry
easy speed / quality trade off frame rate control 100,000 10,000 1,000
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modified complex geometry
simple modifications on the fly 30 fps
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displaced geometry 25,000 points 25,000 points
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displaced geometry 25,000 points 100,000 points
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adaptive sampling
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undersampling factor < 1 > 1
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undersampling factor
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video sqrt(5) sampling
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adaptive point generation
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sqrt(5) sampling (2/5,1/5)
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sqrt(5) sampling
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sqrt(5) sampling
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sqrt(5) sampling
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sqrt(5) sampling
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sqrt(5) sampling
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sqrt(5) sampling rotated, nested grids special attention to boundaries
grid distance decreases by 1/sqrt(5) rotation angle 27o special attention to boundaries
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procedural modifiers
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terrains
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terrains
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terrain parameterization
parameterize by (d,u) d u terrain d u screen
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terrain parameterization
looking straight ahead looking up looking down
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terrain algorithm sqrt(5) sampling scheme undersampling factor
parameterization distortions perspective distortions displacement
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terrain occlusion culling
regular sampling occlusion culling, with adaptive sampling
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video results
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conclusion points are very powerful, when details become smaller than a pixel simple and efficient level of detail simple manipulation easily parallelizable big potential for further improvements
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link more at:
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with a Marie-Curie fellowship
acknowledgements thanks to the European Union for funding me with a Marie-Curie fellowship
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