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Real-Time Rendering

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How to represent and generate simpler versions of a complex model? Courtesy Stanford 3D Scanning Repository. 69,451 polys. 2,502 polys. 251 polys. 76 polys ... – PowerPoint PPT presentation

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Title: Real-Time Rendering


1
Real-Time Rendering Game Technology
  • CS 446/651David Luebke

2
Demo Time
  • New card not installed yet so

3
Recap Level of Detail
  • The basic idea

4
Recap Level of Detail
  • The basic idea

5
Level of DetailThe Big Questions
  • How to represent and generate simpler versions of
    a complex model?

69,451 polys
2,502 polys
251 polys
76 polys
Courtesy Stanford 3D Scanning Repository
6
Level of DetailThe Big Questions
  • How to evaluate the fidelity of the simplified
    models?

69,451 polys
2,502 polys
251 polys
76 polys
Courtesy Stanford 3D Scanning Repository
7
Level of DetailThe Big Questions
  • When to use which LOD of an object?

69,451 polys
2,502 polys
251 polys
76 polys
Courtesy Stanford 3D Scanning Repository
8
Some Background
  • History of LOD techniques
  • Early history Clark (1976), flight simulators
  • Handmade LODs ? automatic LODs
  • LOD run-time management reactive ? predictive
    (Funkhouser)
  • LOD frameworks
  • Discrete (1976)
  • Continuous (1996)
  • View-dependent (1997)

9
Traditional Approach Discrete Level of Detail
  • Traditional LOD in a nutshell
  • Create LODs for each object separately in a
    preprocess
  • At run-time, pick each objects LOD according to
    the objects distance (or similar criterion)
  • Since LODs are created offline at fixed
    resolutions, we call this discrete LOD

10
Discrete LODAdvantages
  • Simplest programming model decouples
    simplification and rendering
  • LOD creation need not address real-time rendering
    constraints
  • Run-time rendering need only pick LODs

11
Discrete LODAdvantages
  • Fits modern graphics hardware well
  • Easy to compile each LOD into triangle strips,
    display lists, vertex arrays,
  • These render much faster than unorganized
    triangles on todays hardware (3-5 x)

12
Discrete LODDisadvantages
  • So why use anything but discrete LOD?
  • Answer sometimes discrete LOD not suited for
    drastic simplification
  • Some problem cases
  • Terrain flyovers
  • Volumetric isosurfaces
  • Super-detailed range scans
  • Massive CAD models

13
Drastic Simplification The Problem With Large
Objects
Courtesy IBM and ACOG
14
Drastic Simplification The Problem With Small
Objects
Courtesy Electric Boat
15
Drastic Simplification
  • For drastic simplification
  • Large objects must be subdivided
  • Small objects must be combined
  • Difficult or impossible with discrete LOD
  • So what can we do?

16
Continuous Level of Detail
  • A departure from the traditional discrete
    approach
  • Discrete LOD create individual levels of detail
    in a preprocess
  • Continuous LOD create data structure from which
    a desired level of detail can be extracted at run
    time.

17
Continuous LODAdvantages
  • Better granularity ? better fidelity
  • LOD is specified exactly, not chosen from a few
    pre-created options
  • Thus objects use no more polygons than necessary,
    which frees up polygons for other objects
  • Net result better resource utilization, leading
    to better overall fidelity/polygon

18
Continuous LODAdvantages
  • Better granularity ? smoother transitions
  • Switching between traditional LODs can introduce
    visual popping effect
  • Continuous LOD can adjust detail gradually and
    incrementally, reducing visual pops
  • Can even geomorph the fine-grained simplification
    operations over several frames to eliminate pops
    Hoppe 96, 98

19
Continuous LODAdvantages
  • Supports progressive transmission
  • Progressive Meshes Hoppe 97
  • Progressive Forest Split Compression Taubin 98
  • Leads to view-dependent LOD
  • Use current view parameters to select best
    representation for the current view
  • Single objects may thus span several levels of
    detail

20
View-Dependent LOD Examples
  • Show nearby portions of object at higher
    resolution than distant portions

View from eyepoint
Birds-eye view
21
View-Dependent LOD Examples
  • Show silhouette regions of object at higher
    resolution than interior regions

22
View-Dependent LODExamples
  • Show more detail where the user is looking than
    in their peripheral vision

34,321 triangles
23
View-Dependent LODExamples
  • Show more detail where the user is looking than
    in their peripheral vision

11,726 triangles
24
View-Dependent LODAdvantages
  • Even better granularity
  • Allocates polygons where they are most needed,
    within as well as among objects
  • Enables even better overall fidelity
  • Enables drastic simplification of very large
    objects
  • Example stadium model
  • Example terrain flyover

25
An Aside Hierarchical LOD
  • View-dependent LOD solves the Problem With Large
    Objects
  • Hierarchical LOD can solve the Problem With
    Small Objects
  • Merge objects into assemblies
  • At sufficient distances, simplify assemblies, not
    individual objects
  • How to represent this in a scene graph?

26
An AsideHierarchical LOD
  • Hierarchical LOD dovetails nicely with
    view-dependent LOD
  • Treat the entire scene as a single object to be
    simplified in view-dependent fashion
  • Hierarchical LOD can also sit atop traditional
    discrete LOD schemes
  • Imposters Maciel 95
  • HLODs Erikson 01

27
Summary LOD Frameworks
  • Discrete LOD
  • Generate a handful of LODs for each object
  • Continuous LOD (CLOD)
  • Generate data structure for each object from
    which a spectrum of detail can be extracted
  • View-dependent LOD
  • Generate data structure from which an LOD
    specialized to the current view parameters can be
    generated on the fly.
  • One object may span multiple levels of detail
  • Hierarchical LOD
  • Aggregate objects into assemblies with their own
    LODs

28
Choosing LODsLOD Run-Time Management
  • Fundamental LOD issue where in the scene to
    allocate detail?
  • For discrete LOD this equates to choosing which
    LOD will represent each object
  • Run every frame on every object keep it fast

29
Choosing LODs
  • Describe a simple method for the system to choose
    LODs
  • Assign each LOD a range of distances
  • Calculate distance from viewer to object
  • Use corresponding LOD
  • How might we implement this in a scene-graph
    based system?

30
Choosing LODs
  • Whats wrong with this simple approach?
  • Visual pop when switching LODs can be
    disconcerting
  • Doesnt maintain constant frame rate lots of
    objects still means slow frame times
  • Requires someone to assign switching distances by
    hand
  • Correct switching distance may vary with field of
    view, resolution, etc.
  • What can we do about each of these?

31
Choosing LODsMaintaining constant frame rate
  • One solution scale LOD switching distances by a
    bias
  • Implement a feedback mechanism
  • If last frame took too long, decrease bias
  • If last frame took too little time, increase bias
  • Dangers
  • Oscillation caused by overly aggressive feedback
  • Sudden change in rendering load can still cause
    overly long frame times

32
Choosing LODsMaintaining constant frame rate
  • A better (but harder) solution predictive LOD
    selection
  • For each LOD estimate
  • Cost (rendering time)
  • Benefit (importance to the image)

33
Choosing LODsFunkhouser Sequin, SIGGRAPH 93
  • Given a fixed time budget, select LODs to
    maximize benefit within a cost constraint
  • Variation of the knapsack problem
  • What do you think the complexity is?
  • A NP-Complete (like the 0-1 knapsack problem)
  • In practice, use a greedy algorithm
  • Sort objects by benefit/cost ratio, pick in
    sorted order until budget is exceeded
  • Guaranteed to achieve at least 50 optimal soln
  • Time O(n lg n)
  • Can use incremental algorithm to exploit coherence

34
The Big Question
  • How should we evaluate and regulate the visual
    fidelity of our simplifications?

35
Measuring Fidelity
  • Fidelity of a simplification to the original
    model is often measured geometrically

METRO by Visual Computing Group, CNR-Pisa
36
Measuring Error
  • Most LOD algorithms measure error geometrically
  • What is the distance between the original and
    simplified surface?
  • What is the volume between the surfaces?
  • Etc
  • Really this is just an approximation to the
    actual visual error, which includes
  • Color, normal, texture distortion
  • Importance of silhouettes, background
    illumination, semantic importance, etc.

37
Measuring Visual Fidelity
  • The most important measure of fidelity is usually
    not geometric but perceptual
  • Does the simplification look like the original?
  • Therefore
  • Some work on a principled framework for LOD,
    based on perceptual measures of visual fidelity

38
Perceptual LOD
  • Idea measure local simplification measures
    against a perceptual model to predict whether the
    user can could see the effect of simplification
  • Model contrast sensitivity function

39
Perception 101 Contrast Sensitivity Function
  • Contrast grating tests produce a contrast
    sensitivity function
  • Threshold contrastvs. spatial frequency
  • CSF predicts the minimum detectablestatic
    stimuli

40
Your Personal CSF
Campbell-Robson Chart by Izumi Ohzawa
41
Measuring Visual Error
  • Measuring error
  • Image-based ideas
  • Lindstrom Turk, SIGGRAPH 2000
  • Perceptually-based ideas
  • Luebke Hallen, EGRW 2001
  • Williams, Luebke, Cohen, Kelley Schubert, I3D
    2003
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