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1 Rendering Transitions in a Geometric Level of Detail Framework Defended by Shaun David Ramsey On July 27, 2004
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2/41 Outline Motivation - Hierarchy of Structure Contributions Arbitrary Polyhedral Simplification Structure Combination Ray Tracing Techniques Results
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3/41 Video Generation Large amount of detail dependent on viewing angle, and viewing location
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4/41 Rendering Structure Macro Meso Micro
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5/41 Geometry Mesh Sizes continue to grow Varied Representations
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6/41 Simplification
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7/41 Level of Detail Hierarchies
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8/41 Progressive Meshes Level Of Detail Hierarchy Edge Collapse Texture Mapping
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9/41 What’s Missing? Mesostructure Displacement maps Bump maps Microstructure BRDFs Algorithms to utilize Rendering Methods
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10/41 What’s Missing? BRDFs
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11/41 What’s Missing? Bump Maps
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12/41 What’s Missing? Displacement Maps
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13/41 What’s Missing? Rendering Transitions Construct BRDFs, bump maps and displacement maps with consistent intensities Redistributed bump mapping algorithm Becker and Max 1993
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14/41 Spanning the Gap Combine simplifications for meso-, micro- and macrostructure Incorporate view-dependent rendering techniques in a geometric level of detail framework.
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15/41 Outline Motivation - Hierarchy of Structure Contributions Arbitrary Polyhedral Simplification Structure Combination Ray Tracing Techniques Results
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16/41 Arbitrary Polyhedral Simplification Edge collapses for arbitrary polyhedra Ramsey, Bertram, and Hansen [CGIM 2003]
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17/41 Normal Deviation Use normal deviation to drive simplification Complicated records for APS
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18/41 Changing Thresholds OriginalSimplifiedSimplified 21590 polys5600 polys5600 polys cos=0.95cos=0.0
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19/41 Outline Motivation - Hierarchy of Structure Contributions Arbitrary Polyhedral Simplification Structure Combination (Rendering+LOD) Ray Tracing Techniques (BPs, Disp PMs) Results
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20/41 Structure Combination Rendering System required to glue pieces together Ray Tracing Bilinear Patches for Normal Distributions (BRDFs, RBM) Ray Tracing Displaced Progressive Meshes (Combines LOD with Appearance)
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21/41 Rendering Transitions Becker [1992] and Becker and Max [1993] Construct BRDFs and RBMs from normal distributions Transition between BRDFs, RBMs (interpolation) and between RBMs and displacement maps (partial bumps)
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22/41 Construct Normal Distributions Ray Trace displaced plane with scalar height field (why not use bilinear patches)
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23/41 Bilinear Patches Eliminate Bias
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24/41 Ray Tracing Bilinear Patches Bilinear Patches [Ramsey, Potter, Hansen JGT 2004] P(t) = r + t q P(u,v) = (1-u)(1-v) p 00 + (1-u)v p 01 + u(1-v) p 10 + uv p 11 = a uv + b u + c v + d Solve P(u,v) = P(t)
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25/41 Quadratics Reduce numerical error and instability
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26/41 Efficiency 790m intersection tests Ray-Bilinear Patches 754s (1.05m tests/s) Two Plane-Bilinear Patches 963s (0.82m tests/s)
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27/41 Ray Traced PMs with Rendering Transitions General Algorithm with Discrete LOD Determine LOD L i to use (d) Ray Trace L i Determine Rendering Method (d, ) If Displaced or Partial Bump, ray trace Else compute intensity from BRDF and RBM
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28/41 Negative Displacements d -d
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29/41 Transitioned Displacements Partial bumps with negative displacements
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30/41 Ray Tracing Displacements Many levels of 4-to-1 subdivision Pass proportion to each triangle
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31/41 Contributions Arbitrary Polyhedral Simplification Rendering (Ray Tracing): Bilinear Patch Intersections Displaced Progressive Meshes Rendering Transitions Combining Rendering Transitions in a Geometric Level of Detail Framework
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32/41 Outline Motivation - Hierarchy of Structure Contributions Arbitrary Polyhedral Simplification Structure Combination Ray Tracing Techniques Results
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33/41 Effect of Subdivision Level l=1, *4 l=2, *16 l=3, *64 l=4,*256 l=5, *1024 l describes subdivision level, * describes triangles rendered per original triangle in the model
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34/41 Results - transitions Disp are green Bumps are blue BRDFs are red
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35/41 Results – changing LOD 4500 polys 3500 polys 3500 polys 2500 polys 2500 polys 1500 polys 1500 polys 500 polys
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36/41 Results – user params Change transitions, change PMs, heights Disp are greenBumps are blueBRDFs are red
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37/41 Results - Movies Displaced Movie - Scintillation Color Movie – when transitions are used Rendered Movie – the full LOD/transition system
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38/41 Rendering Times Rendering Method Mesh 0.33s0.11s0.38s BRDF 0.40s0.11s0.45s RBM 3.70s1.40s3.99s Displaced Detailed 24.95s5.09s41.52s LOD Transition System 3.70s1.33s31.28s
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39/41 Future Work Shadows Displacement map rendering Distributed Ray Tracing
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40/41 Other Rendering Techniques Realistic Materials Subsurface scattering BRDFs (anisotropy, specularity) Replace the BRDF with Bitextures Hardware (VDMs)
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41/41 The End Questions?
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