Title: Silhouette Clipping
1Silhouette Clipping
- Pedro V. Sander
- Xianfeng Gu
- Steven J. Gortler
- Harvard University
Hugues H. Hoppe John M. Snyder Microsoft
Research
2Mesh simplification
original mesh
coarse mesh
3Silhouette clipping
original mesh
coarse mesh
texture/bump map
silhouette clipped
4Silhouette clipping
original mesh
coarse mesh
texture/bump map
silhouette clipped
5Silhouette clipping demo
6Overview
coarse mesh
rendered
original mesh
normal map
Soucy et al 96 Cignoni et al 98 Cohen et al
98
7Overview
coarse hull
rendered
original mesh
normal map
stencil mask
2D silhouette
edge hierarchy
Runtime
Preprocess
8Overview
coarse hull
rendered
silhouetteclipped
original mesh
normal map
2D silhouette
edge hierarchy
Runtime
Preprocess
9Major contributions
- Progressive hull
- Texture creation
- Silhouette extraction
- Stencil setting
10Major contributions
- Progressive hull
- Texture creation
- Silhouette extraction
- Stencil setting
11Major contributions
- Progressive hull
- Texture creation
- Silhouette extraction
- Stencil setting
12Major contributions
- Progressive hull
- Texture creation
- Silhouette extraction
- Stencil setting
13Major contributions
- Progressive hull
- Texture creation
- Silhouette extraction
- Stencil setting
14Coarse hull
Original mesh
Coarse hull
Given mesh, create coarse mesh that encloses it.
15Progressive hull
- Progressive mesh sequence
- Every mesh encloses all finer meshes.
16Edge collapse
M i
M i-1
- Perform greedy sequence of collapses.
- Ensure new mesh encloses old mesh Linear
programming problem
17Linear programming (2D)
18Linear programming (2D)
19Linear programming (2D)
20Linear programming (2D)
21Linear programming (2D)
22Linear programming (2D)
23Linear programming (2D)
new vertexposition
24Progressive hull demo
25Texture creation
coarse hull
rendered
Cignoni et al 98 Soucy et al 96
original mesh
normal map
26Texture creation
vertex normals
coarse
original
closest-point Cignoni et al 98
normal-shooting Ours
27Silhouette extraction
Given mesh and viewpoint, return edges on
silhouette.
28What is a silhouette edge?
- Edge is on silhouette iff one adjacent triangle
faces towards viewpoint
not silhouette
silhouette
29Related schemes
- Brute force O(edges) but O(edges on
silhouette) ? O(?edges) ! - Markosian et al 97 probabilistic
- Gooch et al 99 assumes orthographic view
- Barequet et al 99 Hertzmann Zorin 00
dual-space formulation - Kumar et al 96 Johannsen Carter 98
backface cullingOurs optimized hierarchy of
anchored cones extracts 3,500 sil edges of
10,000 edges at 250 fps
30Hierarchical culling
- Each node contains
- cluster of mesh edges
- spatial culling primitive
31Hierarchical culling
- Each node contains
- cluster of mesh edges
- spatial culling primitive
32Spatial culling primitive
- Given cluster of edges,check if there are no
silhouette edges. - True if adjacent triangles are all front-facing
or all back-facing.
33Spatial culling primitive
- Given cluster of edges,check if there are no
silhouette edges. - True if adjacent triangles are all front-facing
or all back-facing.
34Spatial culling primitive
- Given cluster of edges,check if there are no
silhouette edges. - True if adjacent triangles are all front-facing
or all back-facing.
35Anchored cone primitive
front-facing cone
back-facing cone
36Anchored cone primitive
- Calculate central axisGilberts algorithm
- Calculate cone angle
- Calculate anchor positionsLinear programming
37Anchored cone primitive
- Calculate central axisGilberts algorithm
- Calculate cone angle
- Calculate anchor positionsLinear programming
38Anchored cone primitive
- Calculate central axisGilberts algorithm
- Calculate cone angle
- Calculate anchor positionsLinear programming
39Hierarchy construction
two clusters
merge
adopt
parent
40Hierarchy construction
- Each root has probability of culling.
- We compute an expected extraction cost for each
root, and the forest. - Choose next join operation to maximally decrease
expected extraction cost.
41Silhouette extraction video
42Performance
Model Bunny Dragon Parasaur Knot Holes3
Total edges 104,511 600,000 65,799 278,784 282,624
Sil edges 3,461 23,493 3,227 3,291 1,737
Tested edges 10,256 67,934 10,938 13,134 5,976
Time (ms) 4.1 28.2 4.3 7.9 3.3
43Performance
Model Bunny Dragon Parasaur Knot Holes3
Total edges 104,511 600,000 65,799 278,784 282,624
Sil edges 3,461 23,493 3,227 3,291 1,737
Tested edges 10,256 67,934 10,938 13,134 5,976
Time (ms) 4.1 28.2 4.3 7.9 3.3
44Performance
Model Bunny Dragon Parasaur Knot Holes3
Total edges 104,511 600,000 65,799 278,784 282,624
Sil edges 3,461 23,493 3,227 3,291 1,737
Tested edges 10,256 67,934 10,938 13,134 5,976
Time (ms) 4.1 28.2 4.3 7.9 3.3
45Performance
Model Bunny Dragon Parasaur Knot Holes3
Total edges 104,511 600,000 65,799 278,784 282,624
Sil edges 3,461 23,493 3,227 3,291 1,737
Tested edges 10,256 67,934 10,938 13,134 5,976
Time (ms) 4.1 28.2 4.3 7.9 3.3
46Performance
Model Bunny Dragon Parasaur Knot Holes3
Total edges 104,511 600,000 65,799 278,784 282,624
Sil edges 3,461 23,493 3,227 3,291 1,737
Tested edges 10,256 67,934 10,938 13,134 5,976
Time (ms) 4.1 28.2 4.3 7.9 3.3
47Stencil setting
48Stencil setting algorithm
- Algorithm inspired by concave polygon-filling
algorithm. - Silhouette edges organized in hash table.
- Each contour drawn as fan of triangles
- Triangle front-facing ? stencil 1
- Triangle back-facing ? stencil 1
49Stencil setting algorithm
50Stencil setting algorithm
51Stencil setting algorithm
52Stencil setting algorithm
53Stencil setting algorithm
54Stencil setting algorithm
55Stencil setting algorithm
56Stencil setting algorithm
57Stencil setting algorithm
58Stencil setting algorithm
59Stencil setting algorithm
60Stencil setting algorithm
61Stencil setting video
62Silhouette antialiasing
- Transfer stencil to alpha buffer stencil 0
? alpha 0.0 stencil 1 ? alpha 1.0 - Render silhouette edges in alpha buffer as
antialiased line segments. - Render coarse hull subject to alpha buffer.
63Silhouette antialiasing video
64Timing analysis
Model Bunny Dragon Parasaur Knot Holes3
Faces (original) 69,674 400,000 43,866 185,856 188,416
Rendering time 34.7 204.7 20.6 81.1 90.3
Faces (coarse) 500 4,000 1,020 928 500
Rendering time 4.8 5.2 4.9 4.9 4.4
SC Rendering time 7.8 50.3 6.9 10.3 5.5
Speedup factor 4.4 4.1 3.0 7.9 16.4
All times in milliseconds
65Timing analysis
Model Bunny Dragon Parasaur Knot Holes3
Faces (original) 69,674 400,000 43,866 185,856 188,416
Rendering time 34.7 204.7 20.6 81.1 90.3
Faces (coarse) 500 4,000 1,020 928 500
Rendering time 4.8 5.2 4.9 4.9 4.4
SC Rendering time 7.8 50.3 6.9 10.3 5.5
Speedup factor 4.4 4.1 3.0 7.9 16.4
All times in milliseconds
66Timing analysis
Model Bunny Dragon Parasaur Knot Holes3
Faces (original) 69,674 400,000 43,866 185,856 188,416
Rendering time 34.7 204.7 20.6 81.1 90.3
Faces (coarse) 500 4,000 1,020 928 500
Rendering time 4.8 5.2 4.9 4.9 4.4
SC Rendering time 7.8 50.3 6.9 10.3 5.5
Speedup factor 4.4 4.1 3.0 7.9 16.4
All times in milliseconds
67Timing analysis
Model Bunny Dragon Parasaur Knot Holes3
Faces (original) 69,674 400,000 43,866 185,856 188,416
Rendering time 34.7 204.7 20.6 81.1 90.3
Faces (coarse) 500 4,000 1,020 928 500
Rendering time 4.8 5.2 4.9 4.9 4.4
SC Rendering time 7.8 50.3 6.9 10.3 5.5
Speedup factor 4.4 4.1 3.0 7.9 16.4
All times in milliseconds
68Summary
- Silhouette clipping antialiasing
- Fast silhouette extraction
- Progressive hull
- Normal-shooting parametrization
69Future work
- Handle internal silhouettes
- Visual hull simplification
- Silhouette level-of-detail