Use of Silhouette Edges and Ambient Occlusion in Particle Visualization James L. Bigler School of Computing August 16, 2004 Oral defense of.

Slides:



Advertisements
Similar presentations
1GR2-00 GR2 Advanced Computer Graphics AGR Lecture 18 Image-based Rendering Final Review of Rendering What We Did Not Cover Learning More...
Advertisements

Exploration of advanced lighting and shading techniques
Ray Tracing Depth Maps Using Precomputed Edge Tables Kevin Egan Rhythm & Hues Studios.
Saito, T. and Takahashi, T. Comprehensible Rendering of 3-D Shapes Proc. of SIGGRAPH '90 Genesis of Image Space NPR.
CS123 | INTRODUCTION TO COMPUTER GRAPHICS Andries van Dam © 1/16 Deferred Lighting Deferred Lighting – 11/18/2014.
Exploration of bump, parallax, relief and displacement mapping
Graphics Pipeline.
Computer graphics & visualization Global Illumination Effects.
An Introduction to Light Fields Mel Slater. Outline Introduction Rendering Representing Light Fields Practical Issues Conclusions.
Week 10 - Monday.  What did we talk about last time?  Global illumination  Shadows  Projection shadows  Soft shadows.
3D Graphics Rendering and Terrain Modeling
Light Fields PROPERTIES AND APPLICATIONS. Outline  What are light fields  Acquisition of light fields  from a 3D scene  from a real world scene 
Two Methods for Fast Ray-Cast Ambient Occlusion Samuli Laine and Tero Karras NVIDIA Research.
Part I: Basics of Computer Graphics
Non-Photo Realistic Rendering Jian Huang CS594 Fall 2003 This set of slides are modified from the NPR Course during SIGGRAPH’2003.
Week 9 - Wednesday.  What did we talk about last time?  Fresnel reflection  Snell's Law  Microgeometry effects  Implementing BRDFs  Image based.
I3D Fast Non-Linear Projections using Graphics Hardware Jean-Dominique Gascuel, Nicolas Holzschuch, Gabriel Fournier, Bernard Péroche I3D 2008.
Real-Time Rendering Paper Presentation Imperfect Shadow Maps for Efficient Computation of Indirect Illumination T. Ritschel T. Grosch M. H. Kim H.-P. Seidel.
18.1 Si31_2001 SI31 Advanced Computer Graphics AGR Lecture 18 Image-based Rendering Light Maps What We Did Not Cover Learning More...
(conventional Cartesian reference system)
Ray Casting Ray-Surface Intersections Barycentric Coordinates Reflection and Transmission [Shirley, Ch.9] Ray Tracing Handouts Ray Casting Ray-Surface.
3D Graphics Processor Architecture Victor Moya. PhD Project Research on architecture improvements for future Graphic Processor Units (GPUs). Research.
IN4151 Introduction 3D graphics 1 Introduction to 3D computer graphics part 2 Viewing pipeline Multi-processor implementation GPU architecture GPU algorithms.
Visualization Enhancements of Dense Particle Data Sets James L. Bigler School of Computing University of Utah November 8, 2004.
Coordinate Systems X Y Z (conventional Cartesian reference system) X Y Z.
Ambient Occlusion for Particles Encode global information in textures for use during rendering.
Ambient Occlusion for Particles Encode global information in textures for use during rendering.
Computer Graphics Inf4/MSc Computer Graphics Lecture 11 Texture Mapping.
Computer Graphics Shadows
Computer-Generated Pen- and-Ink Illustration Georges Winkenbach, David H. Salesin.
1 Perception, Illusion and VR HNRS 299, Spring 2008 Lecture 19 Other Graphics Considerations Review.
CS 445 / 645 Introduction to Computer Graphics Lecture 18 Shading Shading.
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
Stefan Roettger University of Stuttgart A Two-Step Approach for Interactive Pre-Integrated Volume Rendering of Unstructured Grids VolVis '02 A Two-Step.
Programmable Pipelines. Objectives Introduce programmable pipelines ­Vertex shaders ­Fragment shaders Introduce shading languages ­Needed to describe.
1 Speeding Up Ray Tracing Images from Virtual Light Field Project ©Slides Anthony Steed 1999 & Mel Slater 2004.
A Non-Photorealistic Model for Automatic Technical Illustration Amy Gooch Bruce Gooch Peter Shirley Elaine Cohen SIGGRAPH 1998 Presented by Anteneh.
Lecture 3 : Direct Volume Rendering Bong-Soo Sohn School of Computer Science and Engineering Chung-Ang University Acknowledgement : Han-Wei Shen Lecture.
Rendering Overview CSE 3541 Matt Boggus. Rendering Algorithmically generating a 2D image from 3D models Raster graphics.
Global Illumination with a Virtual Light Field Mel Slater Jesper Mortensen Pankaj Khanna Insu Yu Dept of Computer Science University College London
Computer Graphics 2 Lecture 7: Texture Mapping Benjamin Mora 1 University of Wales Swansea Pr. Min Chen Dr. Benjamin Mora.
Rendering Fake Soft Shadows with Smoothies Eric Chan Massachusetts Institute of Technology.
1 Research Question  Can a vision-based mobile robot  with limited computation and memory,  and rapidly varying camera positions,  operate autonomously.
Hierarchical Penumbra Casting Samuli Laine Timo Aila Helsinki University of Technology Hybrid Graphics, Ltd.
Computer Graphics: Programming, Problem Solving, and Visual Communication Steve Cunningham California State University Stanislaus and Grinnell College.
Course Introduction to virtual engineering Óbuda University John von Neumann Faculty of Informatics Institute of Applied Mathematics Lecture and laboratory.
- Laboratoire d'InfoRmatique en Image et Systèmes d'information
Global Illumination. Local Illumination  the GPU pipeline is designed for local illumination  only the surface data at the visible point is needed to.
Review on Graphics Basics. Outline Polygon rendering pipeline Affine transformations Projective transformations Lighting and shading From vertices to.
Real-Time Depth Buffer Based Ambient Occlusion
A Non-Photorealistic Lighting Model For Automatic Technical Illustration Presented by: Chris Lattner April 8, 2003 CS497yzy.
Ray Tracing Fall, Introduction Simple idea  Forward Mapping  Natural phenomenon infinite number of rays from light source to object to viewer.
Real-Time Relief Mapping on Arbitrary Polygonal Surfaces Fabio Policarpo Manuel M. Oliveira Joao L. D. Comba.
Bounding Volume Hierarchy. The space within the scene is divided into a grid. When a ray travels through a scene, it only passes a few boxes within the.
Virtual Light Field Group University College London Ray Tracing with the VLF (VLF-RT) Jesper Mortensen
What are shaders? In the field of computer graphics, a shader is a computer program that runs on the graphics processing unit(GPU) and is used to do shading.
Shadows David Luebke University of Virginia. Shadows An important visual cue, traditionally hard to do in real-time rendering Outline: –Notation –Planar.
COMPUTER GRAPHICS CS 482 – FALL 2015 OCTOBER 27, 2015 SCATTERING LIGHT SCATTERING PHYSICALLY BASED SCATTERING SUBSURFACE SCATTERING AMBIENT OCCLUSION.
CDS 301 Fall, 2008 From Graphics to Visualization Chap. 2 Sep. 3, 2009 Jie Zhang Copyright ©
Ambient Occlusion Patrick Cozzi University of Pennsylvania CIS Fall 2013.
Non-Photorealistic Rendering FORMS. Model dependent Threshold dependent View dependent Outline form of the object Interior form of the object Boundary.
Real-Time Relief Mapping on Arbitrary Polygonal Surfaces Fabio Policarpo Manuel M. Oliveira Joao L. D. Comba.
Illumination and Shading. Illumination (Lighting) Model the interaction of light with surface points to determine their final color and brightness OpenGL.
3D Graphics Rendering PPT By Ricardo Veguilla.
Ravish Mehra Subodh Kumar IIT Delhi IIT Delhi
Chapter XVI Texturing toward Global Illumination
Patrick Cozzi University of Pennsylvania CIS Fall 2012
Texture Mapping 고려대학교 컴퓨터 그래픽스 연구실.
Adding Surface Detail 고려대학교 컴퓨터 그래픽스 연구실.
Adding Surface Detail 고려대학교 컴퓨터 그래픽스 연구실.
Presentation transcript:

Use of Silhouette Edges and Ambient Occlusion in Particle Visualization James L. Bigler School of Computing August 16, 2004 Oral defense of

Outline Motivation and Introduction Ambient Occlusion Shading Silhouette Edges Conclusions and Future Work

Phong Shaded

With Silhouettes

With Ambient Occlusion

Silhouettes With Ambient Occlusion and Silhouettes

Why Particle Visualization? MacroMicroCrop by value

Material Point Method AB C D

How are Particles Visualized?

Local Lighting Models Good for local (micro) structure, bad for global (macro) structure.

Shadows

Global Illumination Variation in ambient regions Soft shadows Interreflection of light between surfaces

Acceleration Schemes Ward et al. Greger et al.

Wyman Global Illumination for Interactive Isosurfaces Wyman et al. cached global illumination values on a grid. Goal was to maintain interactivity during rendering.

Ambient Occlusion or Obscurances Zhukov et al. Iones et al. Precomputed Stored as textures Geometric property

Vicinity Shading James Stewart Similar to Wyman, precomputes and stores in a texture volume for later use in interactive applications.

Silhouette Edges Gooch et al. (“Interactive technical illustration) –OpenGL based method (polygonal based) –Environment map (angle between normal and eye) –Polygon by polygon software method Object based methods not appropriate for particles

Silhouette Edges from Depth Buffer Usually black, emphasizes view dependent hull of objects Saito and Takahashi (“Comprehensible Rendering of 3-D Shapes”) –Cache various aspects of the rendered image –Use depth and convolution to find silhouette edges

Particle Ray Tracing Parker et al. show in “Interactive ray tracing” that large numbers of particles can interactively be rendered using a parallel ray tracer.

Outline Motivation and Introduction Ambient Occlusion Shading Silhouette Edges Conclusions and Future Work

Ambient Occlusion

Texture Mapping Common globe uv mapping

Texture Generation cosine distribution

Texture Resolution 16x16 provides a nice compromise –Fidelity –Memory –Computation time

Dilation

How Does This Happen? Linear interpolation is the culprit! Inside Outside

How Is This Fixed? Inside Outside Dilation based on value only would results in lightening all dark areas.

Inside or Outside Inside Outside Only the “inside” texels should be changed. A way to determine if a texel is “inside” is needed.

Inside Texel Detection

Proper Dilation Inside Outside Now only “inside” texels are dilated.

Dilation Performed

Render Phase Texture and sphere data loaded in Sphere ID used to lookup corresponding texture Removing textures seams

Precomputation Time and Memory Using 20 R14K processors on an SGI Origin 3800 (muse.sci.utah.edu). Textures were 16x16 with 49 samples per texel. 955, min. 233 MB 952, min. 232 MB 543, min. 132 MB 7,157, hours 1,747 MB Fireball Bullet Foam

Impact on Performance 10% slower than direct lighting alone. However, using only the ambient occlusion values can yield as good as or better performance than direct lighting alone. Direct lightingDL with TexturesTextures w/o DL Fireball f/s14.97 f/s16.75 f/s Fireball f/s9.59 f/s10.16 f/s Cylinder f/s12.15 f/s13.37 f/s Cylinder f/s10.94 f/s11.75 f/s Bullet f/s25.59 f/s28.79 f/s Bullet f/s25.71 f/s28.41 f/s

Images Direct Lighting only Direct lighting with ambient occlusion textures Ambient occlusion textures only Cylinder 22Bullet 6Fireball 11

Impact on Performance 10% slower than direct lighting alone. However, using only the ambient occlusion values can yield as good as or better performance than direct lighting alone. Direct lightingDL with TexturesTextures w/o DL Fireball f/s14.97 f/s16.75 f/s Fireball f/s9.59 f/s10.16 f/s Cylinder f/s12.15 f/s13.37 f/s Cylinder f/s10.94 f/s11.75 f/s Bullet f/s25.59 f/s28.79 f/s Bullet f/s25.71 f/s28.41 f/s

Results Movie 1 (show off some data sets)Movie 1 Movie 2 (use with direct lighting and shadows)Movie 2

Outline Motivation and Introduction Ambient Occlusion Shading Silhouette Edges Conclusions and Future Work

Silhouette Edges Two options –Precomputation (object based) –Run time Object based Image based

Ingredients for Edges Image buffer Depth buffer Edge detection kernel Threshold for zero crossings 8 Laplacian kernel

Threshold Edge Response

Anatomy of a ray If a and |b| are the same for each pixel we can use the collection of t as a depth buffer. Depth Buffer p(t) = a + tb t

Movies Movie 1 (Varying the threshold and changing the view point and field of view)Movie 1 Movie 2 (Time varying data)Movie 2

Performance WithoutWith A f/s f/s B2.220 f/s2.179 f/s C2.220 f/s2.197 f/s D1.155 f/s1.162 f/s E2.683 f/s2.632 f/s A BC DE

Outline Motivation and Introduction Ambient Occlusion Shading Silhouette Edges Conclusions and Future Work

Ambient Occlusion Shows macroscopic structure well Renderings are still interactive Precomputation time is reasonable, but still expensive. Issues with Time-Dependent Visualization

Future Work for Ambient Occlusion Compress the textures to save memory Reduce the texture generation time –Smaller textures –Better acceleration structures for ray intersections –Look for occlusions in a predefined radius, rather than the whole volume –View dependent texture generation Update textures during cropping

Silhouette Edges No precomputation time required Image based method developed has little impact on rendering time Intuitive user control for selection of how many silhouettes to view Improved visualization of structure

Future Work for Silhouette Edges Edges of silhouettes are aliased. Gray levels or varying thickness to indicate degrees of discontinuities in depth. How to appropriately apply silhouette edges to multi-sampled renderings.

Thanks Laura My family My committee: Chuck, Steve, & Pete The folks at SCI DOE, C-SAFE Friends along the way

Questions?