Stereoscopy for Non-Planar Projections


Presentation Description

Stereoscopy is an emerging field in cinematography and gaming. In the field of interactive rendering on consumer hardware both, stereo rendering of standard projections and monoscopic rendering of non-planar single-center projections, such as cylindrical and spherical projections, are well known. Interactive stereo rendering of non-planar projections, though, is still a challenge. This talk sketches the adaptation of two existing monoscopic rendering techniques to stereo rendering.


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Presentation Transcript

Enhancing Interactive Non-Planar Projections of 3D Geovirtual Environments with Stereoscopic Imaging : 

Enhancing Interactive Non-Planar Projections of 3D Geovirtual Environments with Stereoscopic Imaging Matthias Trapp, Haik Lorenz, Markus Jobst, Jürgen Döllner Hasso-Plattner-Institute at the University of Potsdam True-3D in Cartography 1st International Conference on 3D MapsAugust 24 - 28, 2009 Dresden, Germany 1

motivation : 

motivation geo-media technology provides interactivity, immersion facilitates the communication of 3D geo spatial data applications to cartography: increase immersion into 3D geovirtual environments support for depth-cues planar stereoscopy: well understood – rendering: straight forward supported by graphics hardware / driver non-planar stereoscopy: provides high field-of-view and image resolution 2

problem: non-planar projection surfaces : 

problem: non-planar projection surfaces rendering of digital 3D city and landscape models: high amount of geometry and texture data real-time constraints (> 20 frames per second) current generation of graphics hardware (GPU) no native support for non-planar projection surfaces requires specific rendering techniques classified into image, geometry, and ray-based approaches hardware-accelerated stereoscopic imaging: available stereo hardware modifies vertex pipeline stage  cannot be used for rendering non-planar stereoscopy 3

framework - conceptual overview : 

framework - conceptual overview 4

review: image-based approach (IBA) : 

review: image-based approach (IBA) basic concept: dynamic cube map + screen-aligned quad image warping based on normal vectors: 3-phase rendering process: create/update dynamic cubemap setup projection shader render screen-aligned quad 5

adapting IBA for stereoscopy : 

adapting IBA for stereoscopy basic idea for image-based non-planar projections: create cubemaps for each virtual camera derive non-planar projection for each cube-map examplary workflow for two stereo mates: 6

review: geometry-based approach (GBA) : 

review: geometry-based approach (GBA) projection computed on a per-vertex basis ensure sufficient on-screen vertex density dynamic mesh refinement required 7

adapting GBA for stereoscopy : 

adapting GBA for stereoscopy straight forward approach: setup piece-wise projection for each virtual camera render into different color-buffers additional post-processing step: layer compositing example for stereo image pairs: 8

rendering active & passive stereo : 

rendering active & passive stereo active stereo: using quad-buffering usually encapsulated by graphics driver passive stereo: anaglyph: color-buffer compositing polarized: render to framebuffer chromo-depth stereo: apply directly during rendering 9

rendering passive anaglyph - results : 

rendering passive anaglyph - results HITIT 10

rendering chromo-stereoscopy : 

rendering chromo-stereoscopy no need for generating stereo image pair color as a function of depth 11

rendering chromo-stereoscopy - results : 

rendering chromo-stereoscopy - results HITIT 12

applying chromo-stereoscopy : 

applying chromo-stereoscopy GBA: straight forward application to fragment‘s depth IBA: needs depth correction 13

rendering chromo-stereoscopy - results : 

rendering chromo-stereoscopy - results HITIT 14

chroma-stereoscopy issues : 

chroma-stereoscopy issues common problems for IBA and GBA: distribution of color can decrease stereo effect perception: facade information (texture) is altered interaction: focal plane must be adapted 15

binary comparision GBA vs. IBA : 

binary comparision GBA vs. IBA 16

conclusions & future work : 

conclusions & future work conclusions: interactive stereoscopic rendering for non-planar projections increases immersion, thus psychological depth cues performance limited by geometric complexity of the scene GBA outperforms IBA but IBA much easier to implement/use open problem: omni-directional stereo without image artifacts future work: auto stereoscopy for non-planar projections surfaces eye tracking to adjust user‘s focal plane 17

Thank you for your attention! Questions? : 

Thank you for your attention! Questions? Contact Matthias Trapp Haik Markus Jobst Jürgen Döllner Workgroup 3D Geoinformation Computergraphics System Group 18

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