Presentation Transcript
BBB: BBB Computer Graphics Systems Group,
Hasso-Plattner Institute, University of Potsdam,
Outline: Outline ¨ Introduction & Basic Concepts
¨ Generalization Concept
¨ Implementation
¨ Applications
¨ Conclusions
Mission: Unified Rendering Technique: Mission: Unified Rendering Technique
Unify techniques for:
Non-planar projections
2D lens effects
Image warping
Implementation requirements:
Real-time visualization
Large scene rendering
Single projection center (SCOP)
Basic Concept – Overview : Basic Concept – Overview Components:
Dynamic cube map
Screen-aligned quad
Fragment shader
3-Phase rendering:
Create/Update dynamic cube map
Setup projection shader
Render screen-aligned quad
Main characteristics:
Image-based approach
Fully hardware accelerated Cube map
Basic Concept – Details : Basic Concept – Details Define projection function:
Apply camera orientation:
Sample from cube map:
Example: Cylindrical Projection: Example: Cylindrical Projection Projection function:
Horizontal
Vertical Horizontal FOV: 360°, Vertical FOV 60°
Example: Spherical Projections: Example: Spherical Projections Projection function:
Viewport truncation: A B C
Optimization: Normal Maps: Optimization: Normal Maps For static projection functions
Store normalized cube map sampling vectors
Using Render-To-Texture (RTT)
Floating point texture precision
Outline: Outline þ Introduction & Basic Concepts
ý Generalization Concept
¨ Implementation
¨ Applications
¨ Conclusions
Generalization Concept – Overview : Generalization Concept – Overview A B C D
Projection Tile Screen - Example: Projection Tile Screen - Example Final Rendering
Projection Tile Screens: Projection Tile Screens Projection tile screen (TPS)=set of projection tiles
Projection tile=set of tile features
Tile Feature:
Generating Feature Maps: Generating Feature Maps Feature-map rendering:
Setup render-to-texture
Setup orthogonal-projection
Encode feature properties as color values: Angles:
Render tiles successively
Cube map sampling vectors:
Calculated using fragment shader
Vector derived by:
Projection Tiles – Extensions : Projection Tiles – Extensions Limitations:
PTS is hard to model and control
Triangulation influences interpolation
Covers not all possible tile shapes
No hard transition between tiles
Improvements:
Regular grid ïƒ triangulated planar mesh („triangle soup“)
Enables hard transitions between tiles
Enable the usage of modeling tools
Outline: Outline þ Introduction & Basic Concepts
þ Generalization Concept
ý Implementation
¨ Applications
¨ Conclusions
Dynamic Cube Maps: Dynamic Cube Maps Single-Pass: needs DX10 compatible hardware
Evaluate the scene only once
Geometry shader multiply primitive
Project primitive to cube map faces
Rasterization to six texture layers in parallel
Multi-Pass: most compatible approach
Evaluate scene six times
RTT to each cube face
Runtime optimizations:
Omit whole cube map update
Omit cube map side update
Main Shader: Main Shader Shader main entry point
Cylindrical Projection Shader: Cylindrical Projection Shader Projection function
Outline: Outline þ Introduction & Basic Concepts
þ Generalization Concept
þ Implementation
ý Applications
¨ Conclusions
Non-Planar Projection Surfaces: Non-Planar Projection Surfaces Horizontal FOV: 360°, Vertical FOV 90° Normal Map Final Rendering
Using Custom Normal Maps: Using Custom Normal Maps Final Rendering Horizontal FOV: 90°, Vertical FOV 60°
Combinations of Projections: Combinations of Projections
Lens Effects: Lens Effects Horizontal FOV: 180°, Vertical FOV 135° Final Rendering Normal Map
Compound Eye: Compound Eye Horizontal FOV: 120°, Vertical FOV 60°
Outline: Outline þ Introduction & Basic Concepts
þ Generalization Concept
þ Implementation
þ Applications
ý Conclusions
Limitations: Limitations Rendering quality depends on:
Cube map resolution
Tessellation of tile screen
Undersampling / Oversampling
Dynamic cube map can be costly
Interpolation artifacts by contrary tessellation Haik Lorenz, Jürgen Döllner,
Dynamic Mesh Refinement on GPU using Geometry Shaders, WSCG 2008 (to appear) A B
Conclusions: Conclusions Take aways:
General concept for SCOP distortions:
Non-planar projections
2D lenses with arbitrary shapes
Image warping and distortions
Applicable in real-time for large scenes
Controllable via projection tile screens
Important: resolution of cube map and tessellation of PTS
Future work:
Improve rendering quality
Develop graphical user interface for PTS
Shift PTS tessellation to GPU
Q & A: Q & A Thank You.
Contact:
Matthias Trapp
matthias.trapp@hpi.uni-potsdam.de
Computer Graphics Systems Group
Prof. Dr. Jürgen Döllner
www.hpi.uni-potsdam.de/3d
Research group 3D-Geoinformation
www.3dgi.de