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Efficient Streaming of 3D Scenes with Complex Geometry and Complex Lighting Romain Pacanowski and M. Raynaud X. Granier P. Reuter C. Schlick P. Poulin INRIA Bordeaux University
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Global illumination (indirect lighting) Increases realism of synthetic images Very long to compute unless using interactive/real-time techniques Motivation Global illumination for remote visualization systems
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All lighting computations done on client Low data transfer requirements Rendering speed depends on scene geometric complexity Motivation Client approach
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Pre/compute indirect illumination Stream the indirect illumination to the client BUT: How to avoid an overhead transfer time proportional to the size of the geometry ? Need for an illumination representation not correlated to the geometry Motivation Server approach
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Stochastic methods [ Purcell03,Gautron05, …] Fast but not real time Depend on geometry Radiosity methods [ Keller97, Segovia07 ] [ Dachsbacher07 ]: scene depth dependent [ Laine07 ]: Real time Visual quality depends on geometric accuracy Not suited for streaming context Previous Work Interactive/Real time global illumination
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Concept: encode light transport effects in a structure [ Sloan02,Wang04,Pan07 ] Real time even with dynamic scenes Huge data size Direct-to-indirect transfer [ Pellacini07 ] Data size is dependent on geometry complexity Previous Work Precomputed radiance transfer approaches
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Most closely related to our work 3D regular grid [ Mitchell06 ] Irradiance values at vertices Geometric dependency of irradiance Storage cost increases Previous Work Irradiance Volumes [Greger97]
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New structure for indirect illumination Geometry independent GPU friendly Streaming technique for our lighting structure Client/Server visualization system Independent streaming of geometry and lighting Direct illumination on the client side Our Method Overview
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Indirect Lighting Representation Overview Regular 3D grid 6 irradiance vectors at each vertex Directional interpolation To reconstruct irradiance for any normal Spatial interpolation Easily compressed GPU friendly
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Indirect Lighting Representation Irradiance vector Irradiance Materials Reflected Radiance
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Indirect Lighting Representation Irradiance vector directional interpolation
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Colored irradiance vector for direction : 3x3 matrix Compression: Direction + Color If : no artefacts are introduced Indirect Lighting Representation GPU : Irradiance vector compression
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Color 32 bits R9_G9_B9_E5 GPU compatible format RGBE [ Ward91 ] Direction XYZ: 24 bits (3x8 bits) (θ, ϕ ): 2x8 bits ([ Jensen96 ]) Quantization used to reduce the transfer size Indirect Lighting Representation GPU : Irradiance vector quantization
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Regular grid 12x3D Textures 6 for direction 6 for color Format GL_RGB16F_ARB 6 texture fetches per pixel Native trilinear interpolation Indirect Lighting Representation GPU issues
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Server Precomputes and stores Illumination grids LOD for 3D objects Stores : Materials Planar Surfaces Our Remote Visualization System Overview Client CPU processes: Geometry Lighting (Push-Pull) Direct Transfer Streaming
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Geometry, and then Lighting Lighting, and then Geometry Interleave Geometry and Lighting Our Remote Visualization System Streaming strategies
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Initialization: 8 corners Each client request: N samples per slice Not yet received data vertices Holes in data = black spots Our Remote Visualization System Irradiance vector grid streaming
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Our Remote Visualization System Push-Pull : filling holes in the grid 2. 3D Hierarchical hole filling (PUSH) 1. 3D Hierarchy construction (PULL) 3.For each completed level => Pyramidal Filter
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Our Remote Visualization System Push-Pull : Results Without Push-Pull With Push-Pull and Filtering
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Adaptation of [ Melax98,Gueziec99 ] techniques Vertex split to get a multiresolution mesh Streaming : Vertices Vertex Indices Vertex lookup tables Mesh is globally updated Our Remote Visualization System Geometry streaming
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Our remote system: Server: Intel Q6600 with 4GB RAM Client: Nvidia 8800GTX Network: Wifi 802.11g Results Independence of geometry and lighting
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Results Streaming geometry with constant illumination
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Results Streaming illumination with constant geometry
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Results Interleave streaming of geometry and illumination
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Results Transfer time for indirect illumination
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Results Transfer time for indirect illumination
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Results Transfer time for geometry
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New structure to represent indirect lighting: 3D regular grid with irradiance vectors at vertices GPU friendly Small memory footprint and short transfer time overhead Independent of geometric complexity Easily integrated with geometry streaming Conclusion Summary
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Server side Precomputation to fit cluster architectures On-line precomputation Fast update mechanism for dynamic 3D scenes Local recomputation in regions of important changes Client side: reducing the process time New push-pull process (GPU) Future Work
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Questions ? Thank you for your attention
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