logging in or signing up View-dependent Texture Atlases 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: Embed: Flash iPad Copy Does not support media & animations WordPress Embed Customize Embed URL: Copy Thumbnail: Copy The presentation is successfully added In Your Favorites. Views: 133 Category: Science & Tech.. License: All Rights Reserved Like it (1) Dislike it (0) Added: May 07, 2010 This Presentation is Public Favorites: 0 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. Comments Posting comment... By: saawari (26 month(s) ago) hyy pls mail me ths ppt....... at spiritual4317@gmail.com Saving..... Post Reply Close Saving..... Edit Comment Close Premium member 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 You do not have the permission to view this presentation. In order to view it, please contact the author of the presentation.
View-dependent Texture Atlases 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: Embed: Flash iPad Copy Does not support media & animations WordPress Embed Customize Embed URL: Copy Thumbnail: Copy The presentation is successfully added In Your Favorites. Views: 133 Category: Science & Tech.. License: All Rights Reserved Like it (1) Dislike it (0) Added: May 07, 2010 This Presentation is Public Favorites: 0 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. Comments Posting comment... By: saawari (26 month(s) ago) hyy pls mail me ths ppt....... at spiritual4317@gmail.com Saving..... Post Reply Close Saving..... Edit Comment Close Premium member 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