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Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo Real-time Multi-perspective Rendering on Graphics Hardware.

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Presentation on theme: "Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo Real-time Multi-perspective Rendering on Graphics Hardware."— Presentation transcript:

1 Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo Real-time Multi-perspective Rendering on Graphics Hardware

2 Teaser Real-time near object reflection off curved surface Environment mapRay tracingOur technique

3 Camera Projection Model Single-perspective Projection directions merge at a single point Pin-hole, orthographic, oblique, etc Supported on graphics hardware Multi-perspective Arbitrary projection directions General linear camera [Yu and McMillan 2004 - 2005] Not directly supported on graphics hardware

4 Why Multi-perspective Projection? Model many natural phenomena curved reflectionrefractioncaustics may not intersect at one point!

5 Goal and Previous Work curved reflection near geometry fully dynamic speed Ray tracingОООХ Environment map ОХОО Image/depth sprite ООХО Mirror or gem stone ХООО [Ofek et al 1998] concavity?ОО depend on dicing Our methodООО polygon rasterization

6 Our Methodology Multi-perspective projection on feed-forward pipeline Similar to beam tracing Handles only planlar reflection Curved reflection via polygon rasterization (as opposed to ray tracing on GPU) Custom vertex and fragment program Non-linear rasterization

7 Algorithm Overview Build coarse triangle mesh Determine projection directions at mesh vertices Render each camera triangle via polygon rasterization Multi-perspective projection Custom vertex/fragment program

8 Parameterization Barycentric interpolation C 0 continuity p v1v1 d1d1 d d3d3 d2d2 v3v3 v2v2 d = w 1 d 1 + w 2 d 2 + w 3 d 3 w1w1 w2w2 w3w3

9 Rasterize one scene △ in one camera △ Vertex program: bounding triangle estimation Fragment program: ray-triangle intersection d1d1 d2d2 d3d3 v1v1 v2v2 v3v3 p11p11 p13p13 p12p12 p ij = projection of v j under d i killed shaded

10 Limitations and Acceleration Very brute force Rasterize every scene △ in every camera △ Bounding △ over-estimation No Zcull Acceleration object culling bounding △ culling camera tessellation level

11 Camera Tessellation Level Ray tracing26 (51 fps) 26x4 (63 fps)26x4x4 (5 fps) Smaller camera △ provides better bounding △ estimation faster

12 Performance # scene △ # camera △ fps no acceleration fps + acceleration 8001004.520.1 12001003.614.6 16001002.19.2 4002561.56 8002560.52.1 12002560.351.8 4005120.82.5 8005120.31.0

13 Applications reflectionrefraction causticsvisualization

14 Refraction Ray tracingOur result Only C 0 continuity

15 Caustics 1. Multi-perspective rendering into light point 2. Photon splatting light photon location map reflector caustic receiver

16 Visualization

17 Future Work Speed improvement Tighter bounding △ estimation Multiple reflections/refractions (i.e. beam tracing) C k continuity with k > 0 Ride with polygon rasterization! GPU is not designed for ray tracing [Purcell et al 2002] CPU ray tracing [Wald et al 2006] ?

18 Thank you!

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