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Premium member 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 You do not have the permission to view this presentation. In order to view it, please contact the author of the presentation.
Interactive Stereoscopic Rendering for N... autopilot Download Post to : URL : Related Presentations : Share Add to Flag Embed Email Send to Blogs and Networks Add to Channel Uploaded from authorPOINT lite Insert YouTube videos in PowerPont slides with aS Desktop Copy embed code: (To copy code, click on the text box) Embed: URL: Thumbnail: WordPress Embed Customize Embed The presentation is successfully added In Your Favorites. Views: 326 Category: Science & Tech.. License: All Rights Reserved Like it (0) Dislike it (0) Added: February 10, 2009 This Presentation is Public Favorites: 0 Presentation Description No description available. Comments Posting comment... Premium member 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