Title: Interactive Stereo Rendering For NonPlanar Projections of 3D Virtual Environments
1Interactive Stereo RenderingFor Non-Planar
Projections of 3D Virtual Environments Matthias
Trapp, Haik Lorenz, Jürgen Döllner Hasso-Plattner-
Institute, University of Potsdam,
Germany GRAPP 2009International
Conference on Computer Graphics Theory and
Applications Lisboa, Portugal
2Motivation
- Immersive Digital Environments
-
- Real-time rendering
- High field-of-view
- Stereoscopy
-
- Non-planar projections
- Not supported by rendering hardware
- Single-center of projection only
- Contribution
- Feasibility study for stereoscopy of non-planar
projections - Compare image-based geometry-based approaches
3Anaglyph Results
Cylindrical Projection
4Anaglyph Results
Spherical Projection
5Rendering Non-Planar Projections
- Geometry-based Approach (GBA) Lorenz and Döllner
2008 - Projection computed on a per-vertex basis
- Dynamic mesh refinement to ensure sufficient
on-screen vertex density - Requires DX 10 hardware
- Image-based Approach (IBA) Trapp and Döllner
2008 - Normal based image warping
- Dynamic cube map screen-aligned quad
- Fragment shader functionality (DX 9a)
- GBA IBA fully hardware accelerated
6Previous Work Image-based Approach
- Projection function computes cubemap sampling
normal - Example horizontal cylindrical projection
- 3-Phase rendering process
- Create/update dynamic cubemap
- Setup projection shader
- Render screen-aligned quad
7Stereoscopy for Non-Planar Projections
- Stereo ? Image pair ? Angle depth disparity
- Planar projections render two images using two
virtual cameras - Basic idea for image-based non-planar
projections - Render two cubemaps (left right eye)
- Derive projection image pair
- Implementation problem
- Optimal Single-Pass Render to Dual-Cubemap
- Not supported by current hardware generation
- Cannot bind two cubemap textures to a single
active framebuffer object - Work around layered rendering using geometry
shader
8Single-Pass Render to Dual-Cubemap
9Layered Rendering Geometry Shader
10Layer Sampling
- Problem
- In Normal Vector
- Out 2D texture coordinates layer ID
- Reference Sampling (RSA)
- Using Reference Cube-Map
- Additional memory consumptions
- Sampling artifacts on texture border
- Analytic Sampling (ASA)
- Re-implement OpenGL fixed-function
- 54 shader instructions
11Stereo Rendering
- Applied as post-processing pass(es)
- Active Stereo Rendering (shutter glasses)
- Frame sequential
- Using OpenGL quad buffer
- Two full-screen passes (left and right eye),
multiplexed in time - Passive stereo rendering (anaglyph)
- Single full-screen pass
- Sampling two cubemaps and mix samples
- Apply color correction matrix Zhang 2006
12IBA Performance Evaluation (Anaglyph)
13GBA-IBA Comparison Rendering Performance
14GBA-IBA Comparison Image Quality
- GBA is superior over IBA
- Cause cubemap sampling artifacts
- Problematic for wireframe-rendering or hatching
techniques (NPR)
GBA
IBA
15GBA-IBA Comparison Memory Footprint
- GBA - View-dependent
- t input triangles
- r average rate of primitive amplification
- i intermediate data (i 16)
- IBA Static footprint
- l number of texture layers
- b precision per color channel
- s texture resolution
- c number of color channels
- Example 180 cylindrical projection
- OGBA 69 MB l 4, b 4 (32bit), s 1024,
c 4 - For higher FOV OIBA lt OGBA
16GBA-IBA Comparison Binary Wrap Up
17Conclusions Future Work
- Summary
- Interactive stereoscopic rendering for non-planar
projections - Common upper bound medium scene complexity
(500,000 triangles) - GBA outperforms IBA
- IBA much easier to implement/use
- Future Work
- Increase IBA rendering performance by re-using
information - IBA Image quality
- Derive omni-directional stereo projections
18Thank You! Questions? Contact Matthias
Trapp matthias.trapp_at_hpi.uni-potsdam.de Haik
Lorenz haik.lorenz_at_hpi.uni-potsdam.de Jürgen
Döllner juergen.doellner_at_hpi.uni-potsdam.de Comp
uter Graphics Systems Group www.hpi.uni-potsdam.d
e/3d Researchgroup 3D-Geoinformation www.3dgi.d
e