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Integrating Occlusion Culling with ViewDependent Rendering

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Occlusion Culling Algorithms. Lists of potentially visible geometry: Airey ... Occlusion Culling Algorithms. Integration. Implementation. Results. Conclusions ... – PowerPoint PPT presentation

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Title: Integrating Occlusion Culling with ViewDependent Rendering


1
Integrating Occlusion Culling with View-Dependent
Rendering
2
Outline
  • Motivation
  • View-Dependent Rendering
  • Occlusion Culling Algorithms
  • Integration
  • Implementation
  • Results
  • Conclusions

3
Outline
  • Motivation
  • View-Dependent Rendering
  • Occlusion Culling Algorithms
  • Integration
  • Implementation
  • Results
  • Conclusions

4
Motivation
  • Goal
  • Realism requires detailed representation
  • Interactive rendering of three-dimensional
  • Problem
  • Visualization of large dataset
  • Computation power
  • Memory capacity

5
Previous work
  • Multi-Resolution Rendering
  • Merge trees Xia, El-Sana and Varshney
  • Progressive meshes, view-dependent rendering
    Hoppe
  • Vertex hierarchy Luebke and Erikson
  • Multi-triangulation De Floriani
  • View-dependent trees El-Sana and Varshney
  • Illumination light dependent refinement Klein
    and Schilling
  • Progressive transmission Gueziec et al

6
Previous Work
  • Occlusion Culling Algorithms
  • Lists of potentially visible geometry Airey
  • Volumetric representation Sillion
  • Prioritized-layered projection Klosowski and
    Silva
  • Z-buffer visibility Green et al
  • Occlusion maps Zhang et al
  • Viewspace partitioning Cohen-Or et al
  • Hardly Visible Sets Andujar et al

7
Outline
  • Motivation
  • View-Dependent Rendering
  • Occlusion Culling Algorithms
  • Integration
  • Implementation
  • Results
  • Conclusions

8
View-Dependent Rendering
  • The Idea
  • A technique that allows several levels of details
    to co-exist across different regions of the same
    object
  • Requirements
  • Appropriate levels of detail selection
  • Levels of detail should merge seamlessly

9
View-Dependence Trees
  • Construction
  • Encode various level of detail representations
  • Based in vertex-pair collapse operation.
  • Bottom-up construction
  • The collapsed pairs are selected based on a
    simplification metric
  • User implicit-dependencies to prevent foldovers

Split
Merge
10
Level-of-Detail Selection
  • View parameters
  • Illumination parameters
  • Back-facing culling
  • Emphasize Silhouette
  • Screen-space projection

11
Levels of Detail
  • The various level of detail are represented by
    breadth cut
  • Determination active nodes and triangles
  • Regions close to the roots corresponding to low
    resolution
  • Regions close to the bottom corresponds to high
    resolution

12
Outline
  • Motivation
  • View-Dependent Rendering
  • Occlusion Culling Algorithms
  • Integration
  • Implementation
  • Results
  • Conclusions

13
Occlusion Culling
  • Often large fraction of the model polygons do
  • not contribute to the final image.
  • Determine hidden polygons
  • Render an estimation of visible set
  • Work on a budget

e
d
b
c
a
14
Prioritized-Layered Projection
  • Preprocessing
  • Tessellation of space
  • Finding list of primitives for each cell
  • Computing cells solidity
  • Rendering
  • Projecting front cells
  • Computing solidities for neighbors

15
Outline
  • Motivation
  • View-Dependent Rendering
  • Occlusion Culling Algorithms
  • Integration
  • Implementation
  • Results
  • Conclusions

16
Motivation
  • View-dependent rendering reduces resolution based
    on view-parameters.
  • Occlusion Culling removes hidden polygons
  • Still
  • View-Dependent Rendering renders occluded
    triangles
  • Occlusion Culling renders small triangles

17
Our approach
  • The combination of view-dependent rendering
    with occlusion culling

18
Outline
  • Motivation
  • View-Dependent Rendering
  • Occlusion Culling Algorithms
  • Integration
  • Implementation
  • Results
  • Conclusions

19
Preprocessing
  • Impose 3D grid over a dataset
  • Determine the set of polygons in each cell
  • Assign a solidity value for each cell 0.0 1.0
    Based on two approaches
  • Face projection
  • Ray shooting

20
Face Projection
  • Projection polygons on faces of the cell
  • Ratio between projection areas and total area of
    faces

21
Ray Shooting
  • Shoot rays into a cell
  • Determine which ray manage to leave the cell
  • Ratio between passed rays and total number of rays

22
Run-Time Processing
  • View-dependent rendering reduces the resolution
    of far-from-viewer regions.
  • Hidden and close polygons are still in high
    resolution.
  • Occlusion probability helps to recognize
    invisible regions.
  • Reduce the selected resolution for regions with
    respect to their occlusion probability.

23
Occlusion Probability
  • Occlusion probability (OP)
  • depends on solidity of cells.
  • From viewpoint to a vertex
  • Initialized OP to 0.0
  • Accumulate the visited-cells solidity
  • Stop when OP reaches 1.0

24
Spheres
  • Four spheres Solidity values
    Occlusion
  • dataset by point
    size probability
  • by color

25
Adaptive Level-of-Detail
  • View-dependent rendering
  • Occlusion probability
  • Adding the visibility as parameter in selecting
    level-of-detail
  • LODfinal (1 - OP) LODview OP LODlowest
  • OP occlusion probability

26
Outline
  • Motivation
  • View-Dependent Rendering
  • Occlusion Culling Algorithms
  • Integration
  • Implementation
  • Results
  • Conclusions

27
Results
  • 650K triangles
  • 74K triangles

28
Results
  • 140K triangles 86K triangles 24K
    triangles
  • Full resolution View-dependent
    View-dependent
  • model rendering
  • occlusion culling

29
Results
  • 366K triangles 296K triangles 162K
    triangles
  • Full resolution View-dependent
    View-dependent
  • model rendering
  • occlusion culling

30
Results
31
Outline
  • Motivation
  • View-Dependent Rendering
  • Occlusion Culling Algorithms
  • Integration
  • Implementation
  • Results
  • Conclusions

32
Conclusion
  • Integration view-dependent rendering with
    occlusion culling
  • Reduce the number of rendered triangles
  • Based on estimated occlusion probability
  • Selection of appropriate level
  • view-parameters
  • occlusion probability

33
Acknowledgements
  • The Stanford Computer Graphics Laboratory
  • Reviewers

Thank You
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