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Interactive Rendering using the Render Cache

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Reprojection or warping. Image based rendering (IBR) Ray tracing acceleration. Previous Work ... Post-rendering warp. Holodeck system. Algorithm Overview ... – PowerPoint PPT presentation

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Title: Interactive Rendering using the Render Cache


1
Interactive Rendering using the Render Cache
  • Bruce Walter, George Drettakis
  • iMAGIS-GRAVIR/IMAG-INRIA
  • Steven Parker
  • University of Utah
  • iMAGIS is a joint project of CNRS/IMAG/INRIA and
    UJF

2
Motivation
  • Goal Interactive rendering

Ray tracing
Path tracing
3
Motivation
  • High-quality renderers
  • Pixel based
  • Ray tracing, path tracing, etc.
  • Wide range of lighting effects
  • Reflection, refraction, global illumination, etc.
  • Too slow for interactive use
  • Many seconds per image
  • Often used only for final images
  • Alternate renderers used for interactive editing

4
Motivation
  • Interactive rendering
  • Rapid feedback is paramount
  • High accuracy is less important
  • Fast consistent framerate
  • Eg, gt 5 fps
  • Could use faster renderer
  • Eg, hardware accelerated scan conversion
  • Use same renderer
  • Need to bridge framerate gap

5
Visual Feedback Loop
  • Standard visual feedback loop
  • Entirely synchronous
  • Framerate is limited by the renderer

6
Visual Feedback Loop
  • Modified visual feedback loop

Asynchronous interface
7
Goals
  • Independent display process
  • Works with many (pixel-based) renders
  • Exploit frame to frame coherence
  • Reproject pixels from previous frames
  • Fast consistent framerate
  • Use simple, fast methods
  • Concentrate rendering effort
  • Prioritize pixels need for recomputation

8
Video
9
Previous Work
  • Approximate or progressive approaches
  • Progressive radiosity or ray tracing
  • Frameless rendering
  • Reprojection or warping
  • Image based rendering (IBR)
  • Ray tracing acceleration

10
Previous Work
  • Parallel processing
  • Multiprocessors or distributed clusters
  • Intelligent display processes
  • Post-rendering warp
  • Holodeck system

11
Algorithm Overview
Display process
renderer
project
Render cache
depth cull
image
interpolate
renderer
sampling
12
Image Estimation
  • Projection
  • Project cached points onto current image
  • Camera transform provided by application
  • Z-buffer
  • In case multiple points map to a pixel

13
Image Estimation
  • Problem visual artifacts

Original view
New view
14
Image Estimation
  • Depth cull heuristic
  • Problem occluded points may be visible
  • Z-buffering only works within a pixel
  • Find pixels with locally inconsistent depths
  • Likely to be from different occluding surfaces

Raw projection
After depth cull
15
Image Estimation
  • Interpolation / smoothing
  • Problem small gaps in point data
  • Interpolate pixel colors
  • Compute locally-weighted average colors
  • Currently uses 3x3 neighborhoods

Raw projection
After interpolation
After depth cull
16
Image Estimation
  • Results after each stage

Projection
Depth cull
Interpolation
17
Image Estimation
  • Problem visual artifacts
  • Simple filter can remove many artifacts
  • Need new points from renderer
  • Previously invisible areas
  • Color changes due to non-diffuse shading
  • Eg,specular highlights
  • Changes due to user editing
  • Changes in lighting, geometry, materials

18
Sampling
  • Generate priority image
  • Based on pixels need for re-rendering
  • Priority given to pixels with older points
  • Render cache stores an age with each point
  • Empty pixels priority based on local density
  • Highest priority given to regions without points

19
Sampling
  • Choose pixels for rendering
  • Sampling must be sparse
  • Relatively few pixels are rendered per frame
  • Chosen using error-diffusion dither
  • Concentrates pixels in high priority regions
  • Maintains good spatial distribution
  • Requested pixels sent to renderer(s)
  • Results returned at some later frame

20
Sampling
Displayed image
Priority image
Requested pixels
21
Optimizations
  • Further prioritizing sampling
  • Identify points that are likely to be outdated
  • Color change heuristic
  • Renderer supplied hints
  • Prematurely age these points
  • Forces sooner resampling of these points

22
Optimizations
  • Moving objects
  • Application can supply object transforms
  • Applied to points in the render cache
  • Improves tracking of moving objects
  • Points also aged to encourage resampling

23
Video
24
Results
  • Timing 70.5 ms or 14 fps
  • 256x256 image, display process only
  • 195 Mhz R10K processor

25
Conclusions
  • Greatly improved interactivity
  • Eg, ray tracing, path tracing
  • Efficient reuse of rendered pixels
  • Using reprojection and simple filters
  • Prioritized sparse sampling
  • Efficently uses limited rendering budget
  • Independent automatic display process
  • Can be used with many different renderers

26
Future Work
  • Larger images
  • Cost scales linearly with of pixels
  • Higher render ratios
  • Currently work well out to about 164
  • Anti-aliasing

27
The End
28
Overview
  • Cache rendered results
  • Stored as colored points in 3D
  • Estimate current image
  • Project points onto current image plane
  • Filter to reduce artifacts
  • Prioritize future rendering
  • Identify problem pixels
  • Sparse sampling for limited render budget
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