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Learn about interactive sampling and rendering methods using points for procedural and complex geometry. Explore efficient point generation and rendering pipelines, achieving high frame rates while maintaining quality. Discover the power of point rendering for terrains, procedural objects, and complex dynamic scenarios.
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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