Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture.

Slides:



Advertisements
Similar presentations
Signal-Specialized Parametrization Microsoft Research 1 Harvard University 2 Microsoft Research 1 Harvard University 2 Steven J. Gortler 2 Hugues Hoppe.
Advertisements

All-Frequency PRT for Glossy Objects Xinguo Liu, Peter-Pike Sloan, Heung-Yeung Shum, John Snyder Microsoft.
Bi-Scale Radiance Transfer Peter-Pike Sloan Xinguo Liu Heung-Yeung Shum John Snyder Microsoft.
Lapped textures Emil Praun Adam Finkelstein Hugues Hoppe
Texture-Mapping Progressive Meshes
Jiaping Wang1, Shuang Zhao2, Xin Tong1 John Snyder3, Baining Guo1
Geometry Clipmaps: Terrain Rendering Using Nested Regular Grids
1GR2-00 GR2 Advanced Computer Graphics AGR Lecture 9 Adding Realism Through Texture.
16.1 Si23_03 SI23 Introduction to Computer Graphics Lecture 16 – Some Special Rendering Effects.
Accelerating Real-Time Shading with Reverse Reprojection Caching Diego Nehab 1 Pedro V. Sander 2 Jason Lawrence 3 Natalya Tatarchuk 4 John R. Isidoro 4.
Reconstruction from Voxels (GATE-540)
Approximate Ray-Tracing on the GPU with Distance Impostors László Szirmay-Kalos Barnabás Aszódi István Lazányi Mátyás Premecz TU Budapest, Hungary.
Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo Real-time Multi-perspective Rendering on Graphics Hardware.
Fast Depth-of-Field Rendering with Surface Splatting Jaroslav Křivánek CTU Prague IRISA – INRIA Rennes Jiří Žára CTU Prague Kadi Bouatouch IRISA – INRIA.
Real-time Shading with Filtered Importance Sampling
Technische Universität München Fakultät für Informatik Computer Graphics SS 2014 Sampling Rüdiger Westermann Lehrstuhl für Computer Graphik und Visualisierung.
Object Space EWA Surface Splatting: A Hardware Accelerated Approach to High Quality Point Rendering Liu Ren Hanspeter Pfister Matthias Zwicker CMU.
Exploration of bump, parallax, relief and displacement mapping
GI 2006, Québec, June 9th 2006 Implementing the Render Cache and the Edge-and-Point Image on Graphics Hardware Edgar Velázquez-Armendáriz Eugene Lee Bruce.
Geometry Image Xianfeng Gu, Steven Gortler, Hugues Hoppe SIGGRAPH 2002 Present by Pin Ren Feb 13, 2003.
Progressive Transmission of Appearance Preserving Octree-Textures Camille Perin Web3D 2008 August 9, 2008 Julien LacosteBruno Jobard LIUPPA University.
Results / Compared to Relief Mapping It does not scale linearly with screen coverage as does the other techniques. However, for larger displacements, it.
Lvdi Wang Tsinghua University Microsoft Research Asia Lvdi Wang Tsinghua University Microsoft Research Asia Kun Zhou Zhejiang University Kun Zhou Zhejiang.
MATHIEU GAUTHIER PIERRE POULIN LIGUM, DEPT. I.R.O. UNIVERSITÉ DE MONTRÉAL GRAPHICS INTERFACE 2009 Preserving Sharp Edges in Geometry Images.
UVA / UNC / JHU Perceptually Guided Simplification of Lit, Textured Meshes Nathaniel WilliamsUNC David LuebkeUVA Jonathan D. CohenJHU Michael KelleyUVA.
Pedro V. Sander Xianfeng Gu Steven J. Gortler Harvard University
Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach Hendrik Kück, Wolfgang Heidrich, Christian Vogelgsang.
Spherical Parameterization and Remeshing Emil Praun, University of Utah Hugues Hoppe, Microsoft Research.
Lapped Textures Emil Praun Adam Finkelstein Hugues Hoppe Emil Praun Adam Finkelstein Hugues Hoppe Princeton University Microsoft Research Princeton University.
Lapped Textures SIGGRAPH 2000 Emil Praun Adam Finkelstein Hugues Hoppe.
Shadow Silhouette Maps Pradeep Sen, Mike Cammarano, Pat Hanrahan Stanford University.
Point Rendering for Impostors Andreas Bærentzen IMM.
High-Quality Video View Interpolation
Kumar, Roger Sepiashvili, David Xie, Dan Professor Chen April 19, 1999 Progressive 3D Mesh Coding.
Visualization and graphics research group CIPIC Feb 18, 2003Multiresolution (ECS 289L) - Winter Progressive Meshes (SIGGRAPH ’96) By Hugues Hoppe.
Accelerating Marching Cubes with Graphics Hardware Gunnar Johansson, Linköping University Hamish Carr, University College Dublin.
Geometry Image-based Shadow Volume Algorithm for Subdivision Surfaces Min Tang, Jin-Xiang Dong College of Computer Science, Zhejiang University {tang_m,
Use of Silhouette Edges and Ambient Occlusion in Particle Visualization James L. Bigler School of Computing August 16, 2004 Oral defense of.
Geometry Videos Symposium on Computer Animation 2003 Hector M. Briceño Collaborators: Pedro V. Sander, Leonard McMillan, Steven Gortler, and Hugues Hoppe.
University of Texas at Austin CS 378 – Game Technology Don Fussell CS 378: Computer Game Technology Beyond Meshes Spring 2012.
1 Texture Mapping ©Anthony Steed Overview n Texture mapping Inverse and Forward Mapping Bilinear interpolation Perspective correction n Mipmapping.
Rendering Forest Scenes in Real-Time EGSR 2004 Philippe Decaudin Fabrice Neyret GRAVIR/IMAG-INRIA, Grenoble, France.
Interactive Rendering of Meso-structure Surface Details using Semi-transparent 3D Textures Vision, Modeling, Visualization Erlangen, Germany November 16-18,
NDVI-based Vegetation Rendering CGIM ‘07 Stefan Roettger, University of Erlangen
Presented By Greg Gire Advised By Zoë Wood California Polytechnic State University.
Geometry Textures Rodrigo de Toledo, ( PhD candidate at LORIA-INRIA) (Researcher at Tecgraf, PUC-Rio) Bin Wang and Bruno Levy.
Week 11 - Thursday.  What did we talk about last time?  Image processing  Blurring  Edge detection  Color correction  Tone mapping  Lens flare.
Interactive Time-Dependent Tone Mapping Using Programmable Graphics Hardware Nolan GoodnightGreg HumphreysCliff WoolleyRui Wang University of Virginia.
I 3D: Interactive Planar Reconstruction of Objects and Scenes Adarsh KowdleYao-Jen Chang Tsuhan Chen School of Electrical and Computer Engineering Cornell.
1 Rendering Geometry with Relief Textures L.Baboud X.Décoret ARTIS-GRAVIR/IMAG-INRIA.
Computer Graphics and Multimedia Systems, University of Siegen, Germany 1 GPU-Based Responsive Grass Jens Orthmann, Christof Rezk-Salama, Andreas Kolb.
Real-time Shading with Filtered Importance Sampling Jaroslav Křivánek Czech Technical University in Prague Mark Colbert University of Central Florida.
View-Dependent Precomputed Light Transport Using Nonlinear Gaussian Function Approximations Paul Green 1 Jan Kautz 1 Wojciech Matusik 2 Frédo Durand 1.
Tone Mapping on GPUs Cliff Woolley University of Virginia Slides courtesy Nolan Goodnight.
Characteristic Point Maps Hongzhi Wu Julie Dorsey Holly Rushmeier (presented by Patrick Paczkowski) Computer Graphics Lab Yale University.
Efficient Streaming of 3D Scenes with Complex Geometry and Complex Lighting Romain Pacanowski and M. Raynaud X. Granier P. Reuter C. Schlick P. Poulin.
- Laboratoire d'InfoRmatique en Image et Systèmes d'information
Graphics Interface 2009 The-Kiet Lu Kok-Lim Low Jianmin Zheng 1.
Real-Time Relief Mapping on Arbitrary Polygonal Surfaces Fabio Policarpo Manuel M. Oliveira Joao L. D. Comba.
Shadows David Luebke University of Virginia. Shadows An important visual cue, traditionally hard to do in real-time rendering Outline: –Notation –Planar.
09/23/03CS679 - Fall Copyright Univ. of Wisconsin Last Time Reflections Shadows Part 1 Stage 1 is in.
Real-Time Relief Mapping on Arbitrary Polygonal Surfaces Fabio Policarpo Manuel M. Oliveira Joao L. D. Comba.
1 Real-Time High-Quality View-dependent Texture Mapping using Per-Pixel Visibility Damien Porquet Jean-Michel Dischler Djamchid Ghazanfarpour MSI Laboratory,
Model Optimization Wed Nov 16th 2016 Garrett Morrison.
Real-Time Soft Shadows with Adaptive Light Source Sampling
Ravish Mehra Subodh Kumar IIT Delhi IIT Delhi
View-Dependent Textured Splatting for Rendering Live Scenes
Hybrid Ray Tracing of Massive Models
Mesh Parameterization: Theory and Practice
Patch Textures: Hardware Implementation of Mesh Colors
Presentation transcript:

Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture

Problem Silhouettes are important Visual cues for human perception system Render detailed silhouettes is expensive low-polygon count objects causing jagged silhouettes Grand Theft AutoWorld of Warcraft

Our Solution Render high quality silhouette with low polygon count In the spirit of Silhouette Clipping [Sanders et al 00] Load balance for pixel for vertex stages GPU today was optimized for ~ 10 pixels per vertex (not true for dense meshes) Outer hull + Normal map Original Mesh (308 fps) Our method (725 fps)

Previous Work Silhouette Clipping [Sanders et al 00] Exterior silhouettes only Explicit storage of all original edges Not GPU friendly VDM/GDM [Wang et al 03,04] and Relief Mapping [Policarpo et al 05] Mainly for interior texture details Difficulty in handling silhouettes Interactive Horizon Mapping [Sloan et al 00, Heidrich et al 00] Similar data structure, but for self-shadowing

Overview Outer hull Normal Map Silhouette Texture Final Result Original Mesh Simplify PreprocessRender +

Correspondence: Outer hull and Original mesh

Visibility Function Our basic data structure for rendering silhouette 2D 3D

Algorithm Illustration hit miss

Quality Comparison Normal map Our approachDifference

Incorrect Interior Silhouettes (Naïve Visibility Function) correct incorrect

Correct Interior Silhouettes (Modified Visibility Function) correct incorrect

Sampling Visibility Function Store sampled spoke length into an 1D array limitations

Silhouette Texture Encoding/Decoding

SVD Compression Uncompressed25% Compression Rate 12.5% Compression Rate6.3% Compression Rate

Results Outer hull + Normal mapOriginal Mesh (411 fps)Our method (638 fps) Bunny

Results Outer hull + Normal map Original Mesh (1.5 fps) Our method (273 fps) Lucy

Performance BunnyLucy Automatic geometry LOD control

Interpolation Quality Entire meshSilhouette texture (green grid) Rendering Result Smooth interpolation out of coarse silhouette texture grid

Outer Hull Resolution 22 vertices102 vertices500 vertices Outer hull + Normal map Our method

Silhouette Texture Resolution Spatial Angular

Silhouette Visualization 802 fps753 fps787 fps

Future Work Dynamic objects Start with articulated figures MIPMAP issue Automatic geometry LOD control via texture hardware MIPMAP, anisotropy, etc

Thank you!

Outline Motivation Previous Work Our Approach Visibility Function Silhouette Texture Results Conclusion Q & A

Conclusions and Contributions Reconstructing high quality, smooth silhouettes (both exterior and interior) from a silhouette texture Compression of 4D silhouette information ->3D via a novel single lobe observation, allowing efficient hardware acceleration Performance tuning ability for load balancing between vertex and pixel units Automatic geometry LOD control Additional application such as silhouette visualization