Irregular to Completely Regular Meshing in Computer Graphics Hugues Hoppe Microsoft Research International Meshing Roundtable 2002/09/17 Hugues Hoppe Microsoft.

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

Hugues Hoppe - SIGGRAPH 96 - Progressive Meshes
Progressive Simplicial Complexes Jovan Popovic Carnegie Mellon University Jovan Popovic Carnegie Mellon University Hugues Hoppe Microsoft Research Hugues.
Texture-Mapping Progressive Meshes
Geometry Clipmaps: Terrain Rendering Using Nested Regular Grids
Shape Compression using Spherical Geometry Images
Multi-chart Geometry Images Pedro Sander Harvard Harvard Hugues Hoppe Microsoft Research Hugues Hoppe Microsoft Research Steven Gortler Harvard Harvard.
Surface Compression with Geometric Bandelets Gabriel Peyré Stéphane Mallat.
Consistent Mesh Parameterizations Peter Schröder Caltech Wim Sweldens Bell Labs Emil Praun Princeton.
Geometry Image Xianfeng Gu, Steven Gortler, Hugues Hoppe SIGGRAPH 2002 Present by Pin Ren Feb 13, 2003.
Developer’s Survey of Polygonal Simplification Algorithms Based on David Luebke’s IEEE CG&A survey paper.
Real-Time Rendering POLYGONAL TECHNIQUES Lecture 05 Marina Gavrilova.
3D Surface Parameterization Olga Sorkine, May 2005.
Multiresolution Analysis of Arbitrary Meshes Matthias Eck joint with Tony DeRose, Tom Duchamp, Hugues Hoppe, Michael Lounsbery and Werner Stuetzle Matthias.
Inter-Surface Mapping John Schreiner, Arul Asirvatham, Emil Praun (University of Utah) Hugues Hoppe (Microsoft Research)
Consistent Spherical Parameterization Arul Asirvatham, Emil Praun (University of Utah) Hugues Hoppe (Microsoft Research)
Geometry Images Steven Gortler Harvard University Steven Gortler Harvard University Xianfeng Gu Harvard University Xianfeng Gu Harvard University Hugues.
Polygonal Mesh – Data Structure and Processing
Smooth view-dependent LOD control and its application to terrain rendering Hugues Hoppe Microsoft Research IEEE Visualization 1998.
New quadric metric for simplifying meshes with appearance attributes Hugues Hoppe Microsoft Research IEEE Visualization 1999 Hugues Hoppe Microsoft Research.
CS CS 175 – Week 4 Mesh Decimation General Framework, Progressive Meshes.
Haptic Rendering using Simplification Comp259 Sung-Eui Yoon.
Signal-Specialized Parametrization Microsoft Research 1 Harvard University 2 Microsoft Research 1 Harvard University 2 Steven J. Gortler 2 Hugues Hoppe.
View-Dependent Refinement of Progressive Meshes Hugues Hoppe Microsoft Research SIGGRAPH 97.
Spherical Parameterization and Remeshing Emil Praun, University of Utah Hugues Hoppe, Microsoft Research.
Compression opportunities using progressive meshes Hugues Hoppe Microsoft Research SIGGRAPH 98 course: “3D Geometry compression”
1 Displaced Subdivision Surfaces Aaron Lee Princeton University Henry Moreton Nvidia Hugues Hoppe Microsoft Research.
Advanced Computer Graphics (Spring 2006) COMS 4162, Lecture 8: Intro to 3D objects, meshes Ravi Ramamoorthi
Smooth View-Dependent Level-of- Detail Control and its Application to Terrain Rendering Hugues Hoppe Microsoft Research.
Advanced Computer Graphics (Fall 2010) CS 283, Lecture 4: 3D Objects and Meshes Ravi Ramamoorthi
Simplification of Arbitrary Polyhedral Meshes Shaun D. Ramsey* Martin Bertram Charles Hansen University of Utah University of Kaiserslautern University.
Visualization and graphics research group CIPIC January 30, 2003Multiresolution (ECS 289L) - Winter MAPS – Multiresolution Adaptive Parameterization.
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.
Mesh Parameterization: Theory and Practice Non-Planar Domains.
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.
1 Computation on Arbitrary Surfaces Brandon Lloyd COMP 258 October 2002.
Consistent Parameterizations Arul Asirvatham Committee Members Emil Praun Hugues Hoppe Peter Shirley.
ECS 289L A Survey of Mesh-Based Multiresolution Representations Ken Joy Center for Image Processing and Integrated Computing Computer Science Department.
Smooth Geometry Images Frank Losasso, Hugues Hoppe, Scott Schaefer, Joe Warren.
Topological Surgery Progressive Forest Split Papers by Gabriel Taubin et al Presented by João Comba.
Geometry Videos Symposium on Computer Animation 2003 Hector M. Briceño Collaborators: Pedro V. Sander, Leonard McMillan, Steven Gortler, and Hugues Hoppe.
Spatial data models (types)
Modeling and representation 2 – the economics of polygon meshes 3.1 Compressing polygonal models 3.2 Compressing the geometry (information per vertex)
Dynamic Meshing Using Adaptively Sampled Distance Fields
Adaptive Real-Time Rendering of Planetary Terrains WSCG 2010 Raphaël Lerbour Jean-Eudes Marvie Pascal Gautron THOMSON R&D, Rennes, France.
Geometric Modeling using Polygonal Meshes Lecture 1: Introduction Hamid Laga Office: South.
Surface displacement, tessellation, and subdivision Ikrima Elhassan.
2D/3D Shape Manipulation, 3D Printing Shape Representations Slides from Olga Sorkine February 20, 2013 CS 6501.
Geometry Images Xiang Gu Harvard University Steven J. Gortler Harvard university Hugues Hoppe Microsoft Research Some slides taken from Hugues Hoppe.
Applied Mathematics 1 Do we have to see everything - all the time? …or is it at all possible? Dr. ing. Rune Aasgaard.
Semi-regular 3D mesh progressive compression and transmission based on an adaptive wavelet decomposition 21 st January 2009 Wavelet Applications in Industrial.
Progressive Simplicial Complexes Jovan Popovic Carnegie Mellon University Jovan Popovic Carnegie Mellon University Hugues Hoppe Microsoft Research Hugues.
Polygonal Simplification Techniques
1 Polygonal Techniques 이영건. 2 Introduction This chapter –Discuss a variety of problems that are encountered within polygonal data sets The.
1 Multi-resolution Tetrahedral Meshes Leila De Floriani Department of Computer and Information Sciences University of Genova, Genova (Italy)
Graphics Graphics Korea University cgvr.korea.ac.kr 1 7. Speed-up Techniques Presented by SooKyun Kim.
Greg Humphreys CS445: Intro Graphics University of Virginia, Fall 2003 Subdivision Surfaces Greg Humphreys University of Virginia CS 445, Fall 2003.
Rendering Large Models (in real time)
Data Visualization Fall The Data as a Quantity Quantities can be classified in two categories: Intrinsically continuous (scientific visualization,
CSL 859: Advanced Computer Graphics Dept of Computer Sc. & Engg. IIT Delhi.
3D Object Representations 2009, Fall. Introduction What is CG?  Imaging : Representing 2D images  Modeling : Representing 3D objects  Rendering : Constructing.
Surface parametrizations
Meshes.
Hugues Hoppe - SIGGRAPH 96 - Progressive Meshes
Mesh Parameterization: Theory and Practice
Progressive Meshes Copyright, 1996 © Dale Carnegie & Associates, Inc.
Chap 10. Geometric Level of Detail
Subdivision Surfaces 고려대학교 컴퓨터 그래픽스 연구실 cgvr.korea.ac.kr.
Presentation transcript:

Irregular to Completely Regular Meshing in Computer Graphics Hugues Hoppe Microsoft Research International Meshing Roundtable 2002/09/17 Hugues Hoppe Microsoft Research International Meshing Roundtable 2002/09/17

Complex meshes in graphics (1994) 70,000 faces

Complex meshes in graphics (1997) 860,000 faces

Complex meshes in graphics (2000) [Digital Michelangelo Project] 2,000,000,000 faces Challenges: - rendering - storage - transmission - scalability

Multiresolution geometry Semi-regularIrregular Completely regular

Multiresolution geometry l Irregular meshes n Progressive meshes [1996] n View-dependent refinement [1997] n Texture-mapping PM [2001] l Semi-regular meshes n Multiresolution analysis [1995] l Completely regular meshes n Geometry images [2002] l Irregular meshes n Progressive meshes [1996] n View-dependent refinement [1997] n Texture-mapping PM [2001] l Semi-regular meshes n Multiresolution analysis [1995] l Completely regular meshes n Geometry images [2002]

Goals in real-time rendering #1 : Rendering speed n frames/second #2 : Rendering quality n geometric “visual” accuracy n temporal continuity Not a Goal: l Mesh “quality” #1 : Rendering speed n frames/second #2 : Rendering quality n geometric “visual” accuracy n temporal continuity Not a Goal: l Mesh “quality”

Not a goal: mesh quality 13,000 faces  1,000 faces

Irregular meshes Vertex 1 x 1 y 1 z 1 Vertex 2 x 2 y 2 z 2 … Face Face … Rendering cost = vertex processing + rasterization ~ #vertices ~ constant yuck

Texture mapping Vertex 1 x 1 y 1 z 1 Vertex 2 x 2 y 2 z 2 … s1 t1s1 t1s2 t2s2 t2s1 t1s1 t1s2 t2s2 t2 normal map s t Face Face … “Visual” accuracy using coarse mesh

Goals in real-time rendering #1 : Rendering speed n Minimize #vertices  best accuracy using irregular meshes #2 : Rendering quality n Use texture mapping  parametrization #1 : Rendering speed n Minimize #vertices  best accuracy using irregular meshes #2 : Rendering quality n Use texture mapping  parametrization

Simplification: Edge collapse 13, faces M0M0M0M0 M1M1M1M1 M 175 ecol 0 ecol i ecol n-1 MnMnMnMn ecol

Invertible: vertex split transformation vsvsvsvs vlvlvlvl vrvrvrvr vspl(v s,v l,v r, … ) ecol

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

ApplicationsApplications l Continuous LOD l Geomorphs l Progressive transmission l Continuous LOD l Geomorphs l Progressive transmission demo

Progressive Mesh Summary PM VF M^ M0M0M0M0 n continuous-resolution n smooth LOD n progressive n space-efficient lossless n single resolution vspl

View-dependent refinement of PM’s actual view overhead view finer coarser M0M0M0M0 vspl 0 vspl 1 vspl i-1 vspl n-1

Parent-child vertex relations vsvsvsvs vtvtvtvt vuvuvuvu vsplit vsplit

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 M0M0M0M0

Selective refinement vspl 2 v 11 v1v1v1v1 v2v2v2v2 v4v4v4v4 v8v8v8v8 v9v9v9v9 v3v3v3v3 v7v7v7v7 v5v5v5v5 v 12 v 13 v 10 v 14 v 15 v6v6v6v6 v2v2v2v2 vspl 0 M0M0M0M0 vspl 1 vspl 3 vspl 4 vspl 5 v1v1v1v1 v3v3v3v3 M0M0M0M0 v 10 v 11 vspl 3 v1v1v1v1 v2v2v2v2 v4v4v4v4 v5v5v5v5 vspl 0 v6v6v6v6 v7v7v7v7 vspl 1 v5v5v5v5 v 12 v 13 vspl 4 v 10 selectively refined mesh v8v8v8v8 v9v9v9v9 vspl 2 v3v3v3v3 v8v8v8v8 v9v9v9v9 v3v3v3v3

initial mesh v5v5v5v5 v 10 v 11 v4v4v4v4 v8v8v8v8 v9v9v9v9 v7v7v7v7 v 12 v 13 v1v1v1v1 v2v2v2v2 v3v3v3v3 Runtime algorithm M0M0M0M0 v6v6v6v6 v 14 v 15 v 12 v 13 v 12 v 10 v 11 v 10 v 11 v4v4v4v4 v4v4v4v4 v6v6v6v6 v 14 v 15 v6v6v6v6 v 14 v 15 v8v8v8v8 v9v9v9v9 v3v3v3v3 v7v7v7v7 v7v7v7v7 v8v8v8v8 v8v8v8v8 v9v9v9v9 v9v9v9v9 new mesh dependency l Algorithm: n incremental n efficient n amortizable

DEMO: View-dependent LOD demo

Complex terrain model Puget Sound data 16K x 16K vertices ~537 million triangles 4m demo 4m demo 4m demo 4m demo 10m spacing, 0.1m resolution simpler 10m demo simpler 10m demo simpler 10m demo simpler 10m demo

Selective Refinement Summary PM VF M^vspl v1v1v1v1 M0M0M0M0 v2v2v2v2 M0M0M0M0 v3v3v3v3 v4v4v4v4 v5v5v5v5 v6v6v6v6 v7v7v7v7 v8v8v8v8 M ^ n view-dependent refinement n real-time algorithm n continuous-resolution n smooth LOD n space-efficient n progressive

Texture mapping progressive meshes l Construct texture atlas valid for all M 0 …M n. e.g faces pre-shaded demo pre-shaded demo pre-shaded demo pre-shaded demo [Sander et al 2001]

Multiresolution geometry l Irregular meshes n Progressive meshes [1996] n View-dependent refinement [1997] n Texture-mapping PM [2001] l Semi-regular meshes n Multiresolution analysis [1995] l Completely regular meshes n Geometry images [2002] l Irregular meshes n Progressive meshes [1996] n View-dependent refinement [1997] n Texture-mapping PM [2001] l Semi-regular meshes n Multiresolution analysis [1995] l Completely regular meshes n Geometry images [2002]

Semi-regular representations irregular base mesh semi-regular [Eck et al 1995] [Lee et al 1998] [Khodakovsky 2000] [Guskov et al 2000] [Lee et al 2000] …

Challenge: finding domain [Eck et al 1995] [Lee et al 1998] [Khodakovsky 2000] [Guskov et al 2000] [Lee et al 2000] … original surface base domain

TechniquesTechniques l “Delaunay” partition + parametrization l Mesh simplification + … [Lee et al. 1998] [Lee et al. 2000] [Eck et al. 1995] [Guskov et al. 2000]

Semi-regular: Applications l View-dependent refinement l Texture-mapping l Multiresolution editing l Compression l … l View-dependent refinement l Texture-mapping l Multiresolution editing l Compression l … [Lounsbery et al. 1994] [Certain et al. 1995] [Zorin et al. 1997] [Khodakovsky et al. 1999]

Multiresolution geometry l Irregular meshes n Progressive meshes [1996] n View-dependent refinement [1997] n Texture-mapping PM [2001] l Semi-regular meshes n Multiresolution analysis [1995] l Completely regular meshes n Geometry images [2002] l Irregular meshes n Progressive meshes [1996] n View-dependent refinement [1997] n Texture-mapping PM [2001] l Semi-regular meshes n Multiresolution analysis [1995] l Completely regular meshes n Geometry images [2002]

Mesh rendering: complicated process Vertex 1 x 1 y 1 z 1 Vertex 2 x 2 y 2 z 2 … random access! s1 t1s1 t1s2 t2s2 t2s1 t1s1 t1s2 t2s2 t2 Face Face …

Current architecture GPUGPU framebuffer Z-buffer geometrygeometry texturetexture $ $ $ $ random random random compression compression 2D image compression ~40M Δ/sec

New architecture n Minimize #vertices bandwidth, through compression. n Maximize sequential (non-random) access n Minimize #vertices bandwidth, through compression. n Maximize sequential (non-random) access GPUGPU framebuffer Z-buffer geometry & texture image sequential ~random great compression compression

Geometry Image geometry image 257 x 257; 12 bits/channel 3D geometry completely regular sampling [Gu et al 2002]

Basic idea demo cut parametrize

Basic idea cut sample

cut [r,g,b] = [x,y,z] render store

RenderingRendering (65x65 geometry image) demo

rendering geometry image x 12b/ch normal-map image x 8b/ch Rendering with attributes

normal map 512x512; 8b/ch Normal-Mapped Demo geometry image 129x129; 12b/ch demo pre-shaded demo pre-shaded demo pre-shaded demo pre-shaded demo

Advantages for hardware rendering l Regular sampling  no vertex indices. l Unified parametrization  no texture coordinates.  Raster-scan traversal of source data  Run-time decompression?  Run-time decompression? l Regular sampling  no vertex indices. l Unified parametrization  no texture coordinates.  Raster-scan traversal of source data  Run-time decompression?  Run-time decompression?

CompressionCompression  1.5 KB + topological sideband (12 B) fused cut 295 KB Image wavelet-coder

Compression results 1.5 KB 3 KB 12 KB 49 KB 295 KB 

Semi-regularIrregular Completely regular Flexibility any input mesh subdivision connect. uniform grid Remeshingunnecessaryrequiredrequired Sharp features yesdifficultdifficult Neighborhood / multiresolution irregular, cumbersome mostly regular, but irregular vertices regular, except at “cut” Rendering vertex & tex. caching N-patches simple raster scan Compression poor, delta-encoding fancy wavelets, software easy wavelets, hardware? Element quality good if desired trouble areas

Texture Mapping Demo 2,000 faces demo

Displaced subdivision surfaces control mesh displaced surface [Lee et al 2000] scalar displacements surface movie

Mip-mappingMip-mapping 257x257129x12965x65

Some artifacts aliasing anisotropic sampling