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Graphics Hardware 2002 Saarbrücken September 1-2, 2002 Adaptive Texture Maps Martin Kraus and Thomas Ertl VIS Group, Universität Stuttgart
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Martin Kraus and Thomas Ertl, Adaptive Texture Maps Graphics Hardware 2002 Saarbrücken September 1-2, 2002 Introduction WO R EMARKS : Our goal is to implement “adaptive” texture maps with off-the-shelf graphics hardware. This research is about an application of programmable graphics hardware, not a suggestion for new graphics hardware. T
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Martin Kraus and Thomas Ertl, Adaptive Texture Maps Graphics Hardware 2002 Saarbrücken September 1-2, 2002 Introduction WO P ROBLEMS OF H ARDWARE -A SSISTED T EXTURE M APPING : Texture data must be specified on uniform grids. o We restrict ourselves to the mapping from texture coordinates to texture data. Limited texture memory: o Usually enough for 2d texture data, o Hardly enough for 3d texture data, o Usually not enough for 4d texture data. T
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Martin Kraus and Thomas Ertl, Adaptive Texture Maps Graphics Hardware 2002 Saarbrücken September 1-2, 2002 Introduction WO M AIN P ARTS OF T HIS T ALK : Adaptive Texture Maps in 2 Dimensions o Adaptivity and Requirements o Data Representation, Sampling, and Generation Applications in 3 and 4 Dimensions o Volume Rendering o Light Field Rendering T
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Martin Kraus and Thomas Ertl, Adaptive Texture Maps Graphics Hardware 2002 Saarbrücken September 1-2, 2002 Adaptive Texture Maps in 2 Dimensions WO K INDS OF A DAPTIVITY AND C OMPRESSION : Adaptive domain of texture data (lossless compression). Locally adaptive resolution of texture data (lossy compression). T
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Martin Kraus and Thomas Ertl, Adaptive Texture Maps Graphics Hardware 2002 Saarbrücken September 1-2, 2002 Adaptive Texture Maps in 2 Dimensions WO R EQUIREMENTS : Fast random access to texture data. Programmable texturing allows us to decode texture data on-the-fly. Two-level data representation. Because the ATI Radeon 8500 is limited to one level of dependent texture reads. T texture coordinates per-pixel operations decoded texel encoded texture map
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Martin Kraus and Thomas Ertl, Adaptive Texture Maps Graphics Hardware 2002 Saarbrücken September 1-2, 2002 Adaptive Texture Maps in 2 Dimensions WO L EVELS OF THE D ATA R EPRESENTATION: Index data (upper level): o Each cell/texel of a coarse grid corresponds to one data block. o Each cell/texel specifies coordinates and scaling factors of the corresponding data block. Packed data (lower level): o All data blocks packed into one uniform grid/texture. T
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Martin Kraus and Thomas Ertl, Adaptive Texture Maps Graphics Hardware 2002 Saarbrücken September 1-2, 2002 Adaptive Texture Maps in 2 Dimensions WO S TEPS OF S AMPLING A DAPTIVE T EXTURES: Read index data and calculate coordinates for the second step. Read and interpolate actual texture data from packed data. T (s,t) (s’,t’)
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Martin Kraus and Thomas Ertl, Adaptive Texture Maps Graphics Hardware 2002 Saarbrücken September 1-2, 2002 Adaptive Texture Maps in 2 Dimensions WO P ASSES OF A F RAGMENT S HADER P ROGRAM: T texture coordinates, constants, primary and secondary color sampling and routing arithmetics (dep.) sampling and routing arithmetics temporary registers fragment color 1st pass 2nd pass
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Martin Kraus and Thomas Ertl, Adaptive Texture Maps Graphics Hardware 2002 Saarbrücken September 1-2, 2002 Adaptive Texture Maps in 2 Dimensions WO S TEPS OF G ENERATING A DAPTIVE T EXTURES: Separate downsampling of each data block: o Downsampling is repeated for each data block until some error threshold is reached. o Scale factors are stored in index data. o Special treatment of block boundaries (cont. interpol.!) Packing of downsampled data blocks: o Simple, non-optimal packing algorithm is sufficient. o Coordinates of packed blocks are stored in index data. T
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Martin Kraus and Thomas Ertl, Adaptive Texture Maps Graphics Hardware 2002 Saarbrücken September 1-2, 2002 Second Part of the Talk WO A PPLICATIONS (V ARIANTS) : Volume Rendering (3D Texture Maps) (Data from the Stanford volume data archive.) Light Field Rendering (4D Texture Maps) (Data from the Standford light fields archive.) T
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Martin Kraus and Thomas Ertl, Adaptive Texture Maps Graphics Hardware 2002 Saarbrücken September 1-2, 2002 Application: Volume Rendering WO K INDS OF T EXTURE- B ASED V OLUME R ENDERING : object-aligned axis-aligned (2d textures) (3d textures) T
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Martin Kraus and Thomas Ertl, Adaptive Texture Maps Graphics Hardware 2002 Saarbrücken September 1-2, 2002 Application: Volume Rendering WO I NTERNAL 3D T EXTURE M APS F OR A DAPTIVE 3D T EXTURE M APS : index data: 32 3 cells packed data: 256 3 voxels (32 3 cells×16 3 voxels/cell = 512 3 voxels) T
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Martin Kraus and Thomas Ertl, Adaptive Texture Maps Graphics Hardware 2002 Saarbrücken September 1-2, 2002 Application: Volume Rendering WO K INDS OF A RTIFACTS : Sampling error in data set. Discontinuous boundaries between data blocks because of fixed-point arithmetics in fragment shader programs. T
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Martin Kraus and Thomas Ertl, Adaptive Texture Maps Graphics Hardware 2002 Saarbrücken September 1-2, 2002 Application: Volume Rendering WO S TEPS TO V ECTOR Q UANTIZATION : Use few (256), tiny data blocks (2 3 voxels). Use nearest-neighbor interpolation in packed data. (See “Texture Compression” in EUROGRAPHICS 2002, Tutorial T4.) T
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Martin Kraus and Thomas Ertl, Adaptive Texture Maps Graphics Hardware 2002 Saarbrücken September 1-2, 2002 Application: Light Field Rendering WO P AIRS OF C OORDINATES : (Levoy, Hanrahan: Light Field Rendering, SIGGRAPH ‘96.) T
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Martin Kraus and Thomas Ertl, Adaptive Texture Maps Graphics Hardware 2002 Saarbrücken September 1-2, 2002 Application: Light Field Rendering WO- L EVEL D ATA R EPRESENATION : Each data block covers several values of s and t, one value of u and all values of v. index data one data block T
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Martin Kraus and Thomas Ertl, Adaptive Texture Maps Graphics Hardware 2002 Saarbrücken September 1-2, 2002 Application: Light Field Rendering WO T RILINEAR I NTERPOLATIONS F OR O NE Q UADRILINEAR I NTERPOLATION : Trilinear interpolation of L(floor(u), v, s, t). Trilinear interpolation of L(ceiling(u), v, s, t). Linear interpolation of results with weights ceiling(u) - u and u - floor(u) gives L(u, v, s, t). T
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Martin Kraus and Thomas Ertl, Adaptive Texture Maps Graphics Hardware 2002 Saarbrücken September 1-2, 2002 Application: Light Field Rendering WO E XAMPLES : T
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Martin Kraus and Thomas Ertl, Adaptive Texture Maps Graphics Hardware 2002 Saarbrücken September 1-2, 2002 Conclusions WO Q UESTIONS : How useful are adaptive texture maps? o Depends very much on the texture data. o Very useful for data with strongly varying resolution. o Also useful for data with large empty regions. o Vector quantization is useful for volume rendering. Should they be implemented in hardware? o No, because programmable graphics hardware will soon be good enough. T
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Martin Kraus and Thomas Ertl, Adaptive Texture Maps Graphics Hardware 2002 Saarbrücken September 1-2, 2002 Future Work WO A REAS : Exploiting new graphics hardware: o Floating-point precision, o Combination with other per-pixel computations, o Deeper hierarchies with more dependent texture reads. Exploring more fields of application: o Normal maps, environment maps, shadow maps, … o BRDFs, multi-dimensional transfer functions, … T
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Martin Kraus and Thomas Ertl, Adaptive Texture Maps Graphics Hardware 2002 Saarbrücken September 1-2, 2002 WO M ORE T HINGS TO S AY : Thank you! Any questions? T
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