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Interactive Sampling and Rendering for Complex and Procedural Geometry. Marc Stamminger, George Drettakis REVES/iMAGIS Sophia-Antipolis. motivation. tree created by AMAP 150,000 triangles 8 fps (Linux PC with GeForce Quadro). motivation. rendered with points at 60 fps reduced quality
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Interactive Sampling and Rendering for Complex and Procedural Geometry Marc Stamminger, George Drettakis REVES/iMAGIS Sophia-Antipolis
motivation • tree created by AMAP • 150,000 triangles • 8 fps(Linux PC with GeForce Quadro)
motivation • rendered withpoints at 60 fps • reduced quality • 7 times faster
motivation • level of detail • 100 trees • 270,000 points • 20 fps
previous work • 1985 Levoy/Whitted "The Use of Points as a Display Primitive" • 1998 Grossman/Dally "Point Sample Rendering" • 2000 Rusinkiewicz/Levoy "The Q-Splat" • 2000 Pfister/Zwicker/van Baar/Gross "Surfels"
very recent work • Wand/Fischer/Peter/Meyer/auf der Heide/Strasser • "The Randomized z-Buffer Algorithm"
point rendering pipeline • scene description • vrml file • mgf file • … • procedural model point set (3D-coordinates, normal, material) screen point rendering point generation
point generation • (orthographic) views • filtered triangle mesh hierarchy • random points
point rendering • in software • filtering • texturing • hole filling • in hardware • as points • as polygonal disks
our approach • fast / on the fly point generation for • procedural objects • terrains • complex dynamic objects • point rendering with OpenGL’s GL_POINT • very fast (up to 10 million points per second) • OpenGL does lighting
results • points are well suited for • proceduralgeometry
results • points are well suited for • proceduralgeometry • terrains
results • points are well suited for • proceduralgeometry • terrains • complexgeometry
results • points are well suited for • proceduralgeometry • terrains • complexgeometry • combinations
complex polygonal geometry • generate list of randomly distributed samples • for every frame: compute n, render the first n 100,000 10,000 1,000
complex polygonal geometry • easy speed / quality trade off • frame rate control 100,000 10,000 1,000
modified complex geometry • simple modifications on the fly 30 fps
displaced geometry 25,000 points 25,000 points
displaced geometry 25,000 points 100,000 points
undersampling factor < 1 > 1
sqrt(5) sampling (2/5,1/5)
sqrt(5) sampling • rotated, nested grids • grid distance decreases by 1/sqrt(5) • rotation angle 27o • special attention to boundaries
u d terrain parameterization • parameterize by (d,u) terrain d u screen
terrain parameterization looking straight ahead looking up looking down
terrain algorithm • sqrt(5) sampling scheme • undersampling factor • parameterizationdistortions • perspectivedistortions • displacement
terrain occlusion culling occlusion culling, regular sampling occlusion culling, with adaptive sampling
conclusion • points are very powerful, when details becomesmaller than a pixel • simple and efficient level of detail • simple manipulation • easily parallelizable • big potential for further improvements
link • more at: • http://www-sop.inria.fr/reves
acknowledgements • thanks to the European Union for funding me • with a Marie-Curie fellowship