Real-Time Rendering POLYGONAL TECHNIQUES Lecture 05 Marina Gavrilova.

Slides:



Advertisements
Similar presentations
Hugues Hoppe - SIGGRAPH 96 - Progressive Meshes
Advertisements

Progressive Simplicial Complexes Jovan Popovic Carnegie Mellon University Jovan Popovic Carnegie Mellon University Hugues Hoppe Microsoft Research Hugues.
Surface Simplification Using Quadric Error Metrics Speaker: Fengwei Zhang September
Real-Time Rendering TEXTURING Lecture 02 Marina Gavrilova.
Advanced Computer Graphics CSE 190 [Spring 2015], Lecture 10 Ravi Ramamoorthi
Terrain rendering in games
Geometric Algorithms in 3D Real-Time Rendering and facial Expression Modeling Prof. Marina L. Gavrilova University of Calgary.
1 Further Terrain Rendering and Level of Detail Lecture 8 - Week 4 Advanced Programming for 3D Applications CE
4.4. L EVEL OF D ETAIL Exploration of 3D mesh level-of-detail approaches.
Polygonal Mesh – Data Structure and Processing
Smooth view-dependent LOD control and its application to terrain rendering Hugues Hoppe Microsoft Research IEEE Visualization 1998.
High-Quality Simplification with Generalized Pair Contractions Pavel Borodin,* Stefan Gumhold, # Michael Guthe,* Reinhard Klein* *University of Bonn, Germany.
CPSC 335 Geometric Data Structures in Computer Modeling and GIS Dr. Marina L. Gavrilova Assistant Professor Dept of Comp. Science, University of Calgary,
CS CS 175 – Week 4 Mesh Decimation General Framework, Progressive Meshes.
Haptic Rendering using Simplification Comp259 Sung-Eui Yoon.
View-Dependent Refinement of Progressive Meshes Hugues Hoppe Microsoft Research SIGGRAPH 97.
Shape from Contours and Multiple Stereo A Hierarchical, Mesh-Based Approach Hendrik Kück, Wolfgang Heidrich, Christian Vogelgsang.
Compression opportunities using progressive meshes Hugues Hoppe Microsoft Research SIGGRAPH 98 course: “3D Geometry compression”
CENG 789 – Digital Geometry Processing 05- Smoothing and Remeshing
Smooth View-Dependent Level-of- Detail Control and its Application to Terrain Rendering Hugues Hoppe Microsoft Research.
Simplification of Arbitrary Polyhedral Meshes Shaun D. Ramsey* Martin Bertram Charles Hansen University of Utah University of Kaiserslautern University.
Content Subdivision First some basics (control point polygon, mesh)
Kumar, Roger Sepiashvili, David Xie, Dan Professor Chen April 19, 1999 Progressive 3D Mesh Coding.
Progressive Meshes A Talk by Wallner and Wurzer for the overfull MathMeth auditorium.
Irregular to Completely Regular Meshing in Computer Graphics Hugues Hoppe Microsoft Research International Meshing Roundtable 2002/09/17 Hugues Hoppe Microsoft.
Visualization and graphics research group CIPIC January 21, 2003Multiresolution (ECS 289L) - Winter Dynamic View-Dependent Simplification for Polygonal.
Visualization and graphics research group CIPIC Feb 18, 2003Multiresolution (ECS 289L) - Winter Progressive Meshes (SIGGRAPH ’96) By Hugues Hoppe.
Visualization 2000 Tutorial Mesh-Based Methods for Multiresolution Representations Instructor: Ken Joy Center for Image Processing and Integrated Computing.
Visualization and graphics research group CIPIC January 21, 2003Multiresolution (ECS 289L) - Winter Surface Simplification Using Quadric Error Metrics.
Visualization and graphics research group CIPIC February 13, 2003ECS289L – Multiresolution Methods – Winter Illumination Dependent Refinement of.
CS-378: Game Technology Lecture #11: Visibility Prof. Okan Arikan University of Texas, Austin Thanks to James O’Brien, Steve Chenney, Zoran Popovic, Jessica.
Compressing Multiresolution Triangle Meshes Emanuele Danovaro, Leila De Floriani, Paola Magillo, Enrico Puppo Department of Computer and Information Sciences.
Surface Simplification Using Quadric Error Metrics Michael Garland Paul S. Heckbert.
Dynamic Meshing Using Adaptively Sampled Distance Fields
Algorithms for Triangulations of a 3D Point Set Géza Kós Computer and Automation Research Institute Hungarian Academy of Sciences Budapest, Kende u
Adaptive Real-Time Rendering of Planetary Terrains WSCG 2010 Raphaël Lerbour Jean-Eudes Marvie Pascal Gautron THOMSON R&D, Rennes, France.
Week 11 - Thursday.  What did we talk about last time?  Image processing  Blurring  Edge detection  Color correction  Tone mapping  Lens flare.
Mesh Color Cem Yuksel John Keyser Donald H. House Texas A&M University SIGGRAPH /12/06 Xiang.
Progressive Meshes with Controlled Topology Modification University of Bonn Institute II. for Computer Science Computer Graphics Group Pavcl Borodin Rchinhard.
Real-Time Rendering SPEEDING UP RENDERING Lecture 04 Marina Gavrilova.
Progressive Simplicial Complexes Jovan Popovic Carnegie Mellon University Jovan Popovic Carnegie Mellon University Hugues Hoppe Microsoft Research Hugues.
10/23/2001CS 638, Fall 2001 Today Terrain –Terrain LOD.
Polygonal Simplification Techniques
1 Polygonal Techniques 이영건. 2 Introduction This chapter –Discuss a variety of problems that are encountered within polygonal data sets The.
View-dependent Adaptive Tessellation of Spline Surfaces
Geometric Modeling using Polygonal Meshes Lecture 3: Discrete Differential Geometry and its Application to Mesh Processing Office: South B-C Global.
Geometric Modeling How to design a graphical model? How to create a digital description of a real-world object? Design Digitize.
- Laboratoire d'InfoRmatique en Image et Systèmes d'information
Representation and modelling 3 – landscape specialisations 4.1 Introduction 4.2 Simple height field landscapes 4.3 Procedural modeling of landscapes- fractals.
Graphics Graphics Korea University cgvr.korea.ac.kr 1 7. Speed-up Techniques Presented by SooKyun Kim.
Computer-Generated Medical, Technical, and Scientific Illustration SIGGRAPH 2005 Course #31 Half-Day, Tuesday, 2 August, 8:30 am - 12:15 pm Level: Intermediate.
컴퓨터 그래픽스 Real-time Rendering 1. Introduction.
CSCE 641 Computer Graphics: Image-based Rendering (cont.) Jinxiang Chai.
Mesh Resampling Wolfgang Knoll, Reinhard Russ, Cornelia Hasil 1 Institute of Computer Graphics and Algorithms Vienna University of Technology.
Rendering Large Models (in real time)
Introduction to Meshes Lecture 22 Mon, Oct 20, 2003.
DPL3/10/2016 CS 551/651: Simplification Continued David Luebke
CSL 859: Advanced Computer Graphics Dept of Computer Sc. & Engg. IIT Delhi.
1 Geometry for Game. Geometry Geometry –Position / vertex normals / vertex colors / texture coordinates Topology Topology –Primitive »Lines / triangles.
Week 12 - Thursday CS361.
Terrain Level of Detail
Advanced Computer Graphics
Morphing and Shape Processing
Domain-Modeling Techniques
Mesh Parameterization: Theory and Practice
Introduction to Meshes
CS679 - Fall Copyright Univ. of Wisconsin
Chap 10. Geometric Level of Detail
Run-Time LOD Run-time algorithms may use static or dynamic LOD models:
Introduction to Meshes
Presentation transcript:

Real-Time Rendering POLYGONAL TECHNIQUES Lecture 05 Marina Gavrilova

Brief Outline Surface Geometry Tessellation Shading Problem Edge Crack Consolidation Mesh Simplification

Geometric Representation 3D objects are usually represented as geometric simplices (i.e. Triangles) Set of vertices (0-simplices) Set of Edges (1-simplices) Set of Triangles (2-simplices) Surface normal for each triangle Texture component and associated UV coordinate Shading and lighting parameters Object surface properties

Object representation 3D

Tessellation The process of splitting a polygon into smaller pieces (usually triangles) Types: Regular tessellation Convex tessallation Triangle fan tessalation Regular triangle tessallation

Smooth Shading Problem Occur during triangulation Choice of diagonal can effect shading Fixed diagonal division creates visual artifact Triangulation may create incorrect texture Quad CorrectIncorrect Visual Artifact Correct

Solution to Smooth Shading Problem Carefully choose diagonal Choose shortest diagonal Lit-quads: choose shortest color difference diagonal Terrain models: Maximize minimum angle Texture problem: Further tessellate the object Use different Texture Coordinate interpolation

Edge Cracking and Repair Occurs in NURBS, Multiple LOD When SPLINE surfaces meet, border mismatch and cracks are apparent ROAM and PM with multiple LOD: Occurs between primitives of different LOD T-vertices creates cracks Solution: Edge-stitching  add aditional edges Potential side-effect: Thin triangles (visual artifact) Solution: Use more sophisticated split and crack repair scheme Repairing cracks

Consolidation Processed after the tessellation phase Consolidation: Finding and adjusting links between tessellated objects Form a polygonal mesh (i.e. triangle mesh) Perform triangle stripping Solid objects or manifolds can facilitate culling techniques Face Orientation and normal  adjust all face-vertex order to either of CW or CCW, Normal in the right direction

General Approach to Consolidation Form Vertex-edge-face for all polygons and sort them Compute intersection and seam and determine solidity Correct orientation (direction of normal) of each face Normal must point Outward direction for a solid object Find smoothing groups and compute vertex normal Find boundaries Create Polygonal meshes

Mesh Simplification Use less number of triangles to render an object Mesh simplification Multiple LOD Progressive meshes: Error metric or Energy function Two operations: vertex split or edge collapse Apply refinements to minimize energy function

View-Dependent Refinement of Progressive Meshes Hugues Hoppe Microsoft Research SIGGRAPH 97

View-dependent LOD 29,400 faces different LOD’s coexist over surface

base mesh original mesh 150 M0M0M0M0 M1M1M1M1 152 Review of progressive meshes … M 175 … 50013,546 MnMnMnMn vlvlvlvl vrvrvrvr vuvuvuvu vtvtvtvt vsvsvsvs vlvlvlvl vrvrvrvr edge collapse vertex split

150 M0M0M0M0 M1M1M1M1 vspl The PM representation M … vspl i … 13,546 vspl n-1 MnMnMnMn progressive mesh (PM) representation vspl 0 … vspl i … vspl n-1 M0M0M0M0 M0M0M0M0 MnMnMnMn MiMiMiMi MnMnMnMn

v2v2v2v2 Vertex hierarchy vspl 0 M0M0M0M0 vspl 1 vspl 2 vspl 3 vspl 4 vspl 5 v1v1v1v1 v3v3v3v3 M0M0M0M0 v 10 v 11 vspl 3 v1v1v1v1 v2v2v2v2 v4v4v4v4 v5v5v5v5 vspl 0 v8v8v8v8 v9v9v9v9 vspl 2 v3v3v3v3 v6v6v6v6 v7v7v7v7 vspl 1 v5v5v5v5 v 12 v 13 vspl 4 v 10 vspl 5 v 14 v 15 v6v6v6v6 PM: MnMnMnMn [Xia & Varshney 96] M0M0M0M0

ICCSA 2004 GTVIS: Fast and Efficient Rendering System for Real- Time Terrain Visualization Russel A. Apu, Marina L. Gavrilova Department of Computer Science University of Calgary

Understanding Height Fields DEM: Digital Elevation Model Contains only relative Height Regular interval Pixel color determine height Discrete resolution

ROAM: Real-time Optimally Adapting Mesh Quad Tree Triangle BIN Tree No cracks Reversible Efficient Adaptive Developed by Mark Duchaineau, Lawrence Livermore National Laboratory

Improvements over Original ROAM Scheme Preprocessing DEM image Smoothing Techniques Texturing Amortized refinement Very efficient Higher Frame Rate (45FPS) Continuity: Geo-morph sequence Less variation in frame rate

Proposed Priority Function for Split Queue Determines Refinement Distribute LOD to preferred area Can be changed f=face, C=Camera U=Uniformity F=Frustum priority D=Curvature priority P=Distance priority DET=Curvature (preprocessed) Lev(f)=Subdivision level of face f

Speeding up the process Amortizing refinement Updating the Split queue over multiple frames Allow split queue (heap) to degenerate Refine integrity using error threshold test Re-generate queue after constant number of frames Dramatic gain in speed

Maintaining Degenerated S-Queue

Understanding Geo-Morph Smooth interpolation of vertex over subdivision Requires maintenance of one additional queue (G-queue)

Smoothing Compute face normal Compute vertex normal Local computation of normal during refinement (Geo-Morph) Apply vertex normal when rendering Advanced shading: Linear combination of face and vertex normal (Hybrid)

Result with Texturing

End of Lecture 05 Questions?