View-dependent Texture Atlases

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Presentation Description

The image-based representation of geometry is a well known concept in computer graphics. This paper presents an rendering technique that enables the derivation of these representations on a per-object level within a single rendering pass. We use a dynamic 3D texture atlas that is parameterized on a per-frame basis. Prior to rasterization, the primitives are transformed to their respective position within the texture atlas, using vertex-displacement in screen space.

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Presentation Transcript

Interactive Rendering To View-Dependent Texture-Atlases : 

Interactive Rendering To View-Dependent Texture-Atlases Matthias Trapp & Jürgen DöllnerHasso-Plattner-Institut, University of Potsdam, Germany

Introduction & Problem Statement : 

Introduction & Problem Statement image-based representation of 3d shapes: Saito & Takahashi, 1990 derived using render-to-texture (RTT) (scene = texture) vs. (object = texture) numerous applications: post-processing effects, image-based occlusion management, client-server applications problems for (object = texture) : multiple objects results in multiple textures underutilized texturesfor objects not covering complete viewport Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases

View-Dependent Texture-Atlas : 

View-Dependent Texture-Atlas 3 Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases main idea: re-compute texture-atlas parameterization & packing per frame based on the projected 3D shape approximations contributions: reduced memory footprint and texture management applicable in a single rendering pass for static meshes suitable for real-time rendering

How Does it Work? – In a Nutshell… : 

How Does it Work? – In a Nutshell… 4 Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases

Conceptual Overview : 

Conceptual Overview 5 Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases

Parameterization & Packaging : 

Parameterization & Packaging re-compute atlas layout per-frame on CPU project 3D boundary representations clip projected coordinates and sort rectangles perform rectangular packing on CPU [Igarashi, 2001] compute transformation for screen-space vertex displacement 6 Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases 1+2 3+4 screen space texture space sorted bounding boxes

Screen Space Vertex Displacement : 

Screen Space Vertex Displacement concept introduced by Camera Textures [Spindler et al. 2006] applied per-primitive using geometry shaders fetch transformation using object ID from: original screen space position to: texture atlas position Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases 7

Render-To-Texture Atlas : 

Render-To-Texture Atlas 8 Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases

Results & Discussion : 

Results & Discussion small number of objects: RTT is faster, but low TA utilization lower setup cost for high number of objects TA resolution should be multiples of screen resolutions implementation is not transform-bound 9 Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases

Wrap-Up & Conclusions : 

Wrap-Up & Conclusions concept of view-dependent texture atlases optimization for render-to-texture applications single-pass creation using: layered rendering screen-space vertex displacement trade-offs: #of objects vs. frames-per-seconds TA utilization vs. bounding approximation future work: evaluate different shape approximation GPU based TA packaging strategies 10 Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases

Thank you for your attention… : 

Thank you for your attention… contact: Matthias Trappmatthias.trapp@hpi.uni-potsdam.de Jürgen Döllner juergen.doellner@hpi.uni-potsdam.de Computer Graphics Systems GroupProf. Dr. Jürgen Döllnerwww.hpi.uni-potsdam.de/3d Researchgroup 3D-Geoinformationwww.3dgi.de 11 Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases