Presentation Transcript
Slide 1:Interactive Stereo Rendering For Non-Planar Projections of 3D Virtual Environments :: Matthias Trapp et al. :: GRAPP 2009 1 Interactive Stereo RenderingFor Non-Planar Projections of 3D Virtual Environments
Matthias Trapp, Haik Lorenz, Jürgen Döllner
Hasso-Plattner-Institute, University of Potsdam, Germany
GRAPP 2009International Conference on Computer Graphics Theory and Applications
Lisboa, Portugal
Motivation :Interactive Stereo Rendering For Non-Planar Projections of 3D Virtual Environments :: Matthias Trapp et al. :: GRAPP 2009 2 Motivation Immersive Digital Environments:
…
Real-time rendering
High field-of-view
Stereoscopy
…
Non-planar projections:
Not supported by rendering hardware
Single-center of projection only
Contribution:
Feasibility study for stereoscopy of non-planar projections
Compare image-based & geometry-based approaches
Anaglyph Results :Interactive Stereo Rendering For Non-Planar Projections of 3D Virtual Environments :: Matthias Trapp et al. :: GRAPP 2009 3 Anaglyph Results Cylindrical Projection
Anaglyph Results :Interactive Stereo Rendering For Non-Planar Projections of 3D Virtual Environments :: Matthias Trapp et al. :: GRAPP 2009 4 Anaglyph Results Spherical Projection
Rendering Non-Planar Projections :Interactive Stereo Rendering For Non-Planar Projections of 3D Virtual Environments :: Matthias Trapp et al. :: GRAPP 2009 5 Rendering Non-Planar Projections Geometry-based Approach (GBA) [Lorenz and Döllner 2008]
Projection computed on a per-vertex basis
Dynamic mesh refinement to ensure sufficient on-screen vertex density
Requires DX 10 hardware
Image-based Approach (IBA) [Trapp and Döllner 2008]
Normal based image warping
Dynamic cube map + screen-aligned quad
Fragment shader functionality (DX 9a)
GBA & IBA fully hardware accelerated
Previous Work: Image-based Approach :Interactive Stereo Rendering For Non-Planar Projections of 3D Virtual Environments :: Matthias Trapp et al. :: GRAPP 2009 6 Previous Work: Image-based Approach Projection function computes cubemap sampling normal:
Example – horizontal cylindrical projection:
3-Phase rendering process:
Create/update dynamic cubemap
Setup projection shader
Render screen-aligned quad
Stereoscopy for Non-Planar Projections :Interactive Stereo Rendering For Non-Planar Projections of 3D Virtual Environments :: Matthias Trapp et al. :: GRAPP 2009 7 Stereoscopy for Non-Planar Projections Stereo ? Image pair ? Angle & depth disparity:
Planar projections: render two images using two virtual cameras
Basic idea for image-based non-planar projections:
Render two cubemaps (left & right eye)
Derive projection image pair
Implementation problem:
Optimal: Single-Pass Render to Dual-Cubemap
Not supported by current hardware generation
Cannot bind two cubemap textures to a single active framebuffer object
Work around: layered rendering using geometry shader
Single-Pass Render to Dual-Cubemap :Interactive Stereo Rendering For Non-Planar Projections of 3D Virtual Environments :: Matthias Trapp et al. :: GRAPP 2009 8 Single-Pass Render to Dual-Cubemap
Layered Rendering – Geometry Shader :Interactive Stereo Rendering For Non-Planar Projections of 3D Virtual Environments :: Matthias Trapp et al. :: GRAPP 2009 9 Layered Rendering – Geometry Shader
Layer Sampling :Interactive Stereo Rendering For Non-Planar Projections of 3D Virtual Environments :: Matthias Trapp et al. :: GRAPP 2009 10 Layer Sampling Problem:
In: Normal Vector
Out: 2D texture coordinates + layer ID
Reference Sampling (RSA)
Using Reference Cube-Map
Additional memory consumptions
Sampling artifacts on texture border
Analytic Sampling (ASA)
Re-implement OpenGL fixed-function
54 shader instructions
Stereo Rendering :Interactive Stereo Rendering For Non-Planar Projections of 3D Virtual Environments :: Matthias Trapp et al. :: GRAPP 2009 11 Stereo Rendering Applied as post-processing pass(es)
Active Stereo Rendering (shutter glasses):
Frame sequential
Using OpenGL quad buffer
Two full-screen passes (left and right eye), multiplexed in time
Passive stereo rendering (anaglyph):
Single full-screen pass
Sampling two cubemaps and mix samples
Apply color correction matrix [Zhang 2006]
IBA Performance Evaluation (Anaglyph) :Interactive Stereo Rendering For Non-Planar Projections of 3D Virtual Environments :: Matthias Trapp et al. :: GRAPP 2009 12 IBA Performance Evaluation (Anaglyph)
GBA-IBA Comparison – Rendering Performance :Interactive Stereo Rendering For Non-Planar Projections of 3D Virtual Environments :: Matthias Trapp et al. :: GRAPP 2009 13 GBA-IBA Comparison – Rendering Performance
GBA-IBA Comparison – Image Quality :Interactive Stereo Rendering For Non-Planar Projections of 3D Virtual Environments :: Matthias Trapp et al. :: GRAPP 2009 14 GBA-IBA Comparison – Image Quality GBA is superior over IBA:
Cause: cubemap sampling artifacts
Problematic for wireframe-rendering or hatching techniques (NPR) GBA IBA
GBA-IBA Comparison – Memory Footprint :Interactive Stereo Rendering For Non-Planar Projections of 3D Virtual Environments :: Matthias Trapp et al. :: GRAPP 2009 15 GBA-IBA Comparison – Memory Footprint GBA - View-dependent:
t – input triangles
r – average rate of primitive amplification
i – intermediate data (i= 16)
IBA – Static footprint:
l – number of texture layers
b – precision per color channel
s – texture resolution
c – number of color channels
Example: 180° cylindrical projection:
OGBA = ~ 69 MB ˜ l = 4, b = 4 (32bit), s = 1024, c = 4
For higher FOV: OIBA < OGBA
GBA-IBA Comparison – Binary Wrap Up :Interactive Stereo Rendering For Non-Planar Projections of 3D Virtual Environments :: Matthias Trapp et al. :: GRAPP 2009 16 GBA-IBA Comparison – Binary Wrap Up
Conclusions & Future Work :Interactive Stereo Rendering For Non-Planar Projections of 3D Virtual Environments :: Matthias Trapp et al. :: GRAPP 2009 17 Conclusions & Future Work Summary:
Interactive stereoscopic rendering for non-planar projections
Common upper bound = medium scene complexity (~500,000 triangles)
GBA outperforms IBA
IBA much easier to implement/use
Future Work:
Increase IBA rendering performance by re-using information
IBA Image quality
Derive omni-directional stereo projections
Slide 18:Interactive Stereo Rendering For Non-Planar Projections of 3D Virtual Environments :: Matthias Trapp et al. :: GRAPP 2009 18 Thank You! Questions?
Contact
Matthias Trapp
matthias.trapp@hpi.uni-potsdam.de
Haik Lorenz
haik.lorenz@hpi.uni-potsdam.de
Jürgen Döllner
juergen.doellner@hpi.uni-potsdam.de
Computer Graphics Systems Group www.hpi.uni-potsdam.de/3d
Researchgroup 3D-Geoinformation www.3dgi.de