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Interactive Sampling and Rendering for Complex and Procedural Geometry

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Presentation on theme: "Interactive Sampling and Rendering for Complex and Procedural Geometry"— Presentation transcript:

1 Interactive Sampling and Rendering for Complex and Procedural Geometry
Marc Stamminger, George Drettakis REVES/iMAGIS Sophia-Antipolis

2 motivation tree created by AMAP 150,000 triangles
8 fps (Linux PC with GeForce Quadro)

3 motivation rendered with points at 60 fps reduced quality
7 times faster

4 motivation level of detail 100 trees 270,000 points 20 fps

5 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"

6 very recent work Wand/Fischer/Peter/Meyer/auf der Heide/Strasser
"The Randomized z-Buffer Algorithm"

7 point rendering pipeline
scene description vrml file mgf file procedural model point set (3D-coordinates, normal, material) screen point rendering point generation

8 point generation (orthographic) views filtered triangle mesh hierarchy
random points

9 point rendering in software in hardware filtering texturing
hole filling in hardware as points as polygonal disks

10 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

11 results points are well suited for procedural geometry

12 results points are well suited for procedural geometry terrains

13 results points are well suited for procedural geometry terrains
complex geometry

14 results points are well suited for procedural geometry terrains
complex geometry combinations

15 complex polygonal geometry
generate list of randomly distributed samples for every frame: compute n, render the first n 100,000 10,000 1,000

16 complex polygonal geometry
easy speed / quality trade off frame rate control 100,000 10,000 1,000

17 modified complex geometry
simple modifications on the fly 30 fps

18 displaced geometry 25,000 points 25,000 points

19 displaced geometry 25,000 points 100,000 points

20 adaptive sampling

21 undersampling factor < 1 > 1

22 undersampling factor

23 video sqrt(5) sampling

24 adaptive point generation

25 sqrt(5) sampling (2/5,1/5)

26 sqrt(5) sampling

27 sqrt(5) sampling

28 sqrt(5) sampling

29 sqrt(5) sampling

30 sqrt(5) sampling

31 sqrt(5) sampling rotated, nested grids special attention to boundaries
grid distance decreases by 1/sqrt(5) rotation angle  27o special attention to boundaries

32 procedural modifiers

33 terrains

34 terrains

35 terrain parameterization
parameterize by (d,u) d u terrain d u screen

36 terrain parameterization
looking straight ahead looking up looking down

37 terrain algorithm sqrt(5) sampling scheme undersampling factor
parameterization distortions perspective distortions displacement

38 terrain occlusion culling
regular sampling occlusion culling, with adaptive sampling

39 video results

40 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

41 link more at:

42 with a Marie-Curie fellowship
acknowledgements thanks to the European Union for funding me with a Marie-Curie fellowship

43


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