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Single Pass Point Rendering and Transparent Shading

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The standard 2+1 algorithm Visibility Pass Smooth point interpolation and shading ... we do not need to worry about visibility culling Do use z-buffers since ... – PowerPoint PPT presentation

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Title: Single Pass Point Rendering and Transparent Shading


1
Single Pass Point Rendering and Transparent
Shading
  • Paper by Yanci Zhang and Renato Pajarola
  • Presentation by
  • Harmen de Weerd and Hedde Bosman

2
The standard 21 algorithm
  • Visibility Pass
  • Smooth point interpolation and shading Pass
  • Normalization/shading Pass
  • Well known from the lab sessions

3
The standard 21 algorithm cons
  • 2 passes over the dataset with computational
    intensive shaders
  • Transparency hard to achieve
  • Back to front alpha blending, z-buffer is turned
    off
  • Interpolation between overlapping splats in one
    layer uses the z-buffer to cull fragments that do
    not belong in this one layer (i.e. are not
    visible).
  • Possible with depth-peeling seen in previous
    presentation, but uses multiple geometry passes
  • One other algorithm proposed for alpha blending
    which cannot use the GPU

4
A new algorithm
  • Idea
  • Create multiple groups of the point set that do
    not need a separate visibility pass
  • Render an image for each group
  • postpone e-z-buffer test and smooth point
    interpolation to an image composition pass

5
11 algorithm
6
Deferred Blending
Divide point set S in K Groups
7
11 Algorithm Grouping
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11 Algorithm Grouping
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Largest First grouping algorithm
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Largest First grouping algorithm
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Largest First grouping algorithm
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Largest First grouping algorithm
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Largest First grouping algorithm
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11 Algorithm Images...
  • Create K images from K groups
  • Add depth info to images.
  • Since splats do not overlap in object space
    (because of grouping) we do not need to worry
    about visibility culling
  • Do use z-buffers since splats might overlap in
    image space

17
11 Algorithm Image composition
  • For each resulting fragment
  • Determine the minimum depth of the fragment
  • Determine the sum of the color components if the
    depth is within e of the minimum depth
  • Determine the sum of all alpha components if the
    depth is within e of the minimum depth
  • Normalize the colors using the alpha RGBRGB/A

18
11 Algorithm Transparency
  • Previous algorithm does not account for
    transparency, so...
  • Adapt grouping algorithm to make sure no holes
    exists in surfaces of one group.
  • Render each group image using alpha blending

19
Optimal grouping
20
Transparency Problems
  • cannot account weight and alpha simultaneously
  • Need full surface coverage to look 'through' a
    material layer
  • Should not have overlap between splats

21
Transparency Problems 2,3
22
Transparency Solutions
  • cannot account weight and alpha simultaneously
  • Solution
  • Do not account the weight.
  • Artifacts are reduced dramatically by multiple
    transparent surface layers
  • Small errors aren't even visible because color is
    only 8bit.

23
Grouping algorithm extensions
  • Relaxation of some edge definitions
  • Virtually co-planer overlapping splats can go in
    the same group
  • If normals of splats are in opposite directions
    (n1 . N2 lt 0) the splats can be in the same
    group.
  • Relax overlap condition with user defined
    parameter
  • Add points to multiple groups

24
Grouping algorithm extensions
Grouping results. a) Splats have smaller overlaps
but less surface coverage for K 8. b) Splats
have bigger overlaps but better surface cover for
K 4.
25
Fragment culling
  • Optimally in each transparent surface layer there
    is exactly one fragment contributing to
    alpha-blending per pixel
  • Two methods to create this situation
  • Reduce z-buffer precision
  • increase surface coverage in a group image
  • Increased splat radius
  • Add splats to multiple groups
  • Decrease number of groups

26
Basic 11 Algorithm (1)?
  • For each group
  • Render splat with color, depth and kernel weight
  • Voronoi enhanced depth buffer (lower kernel
    weight is culled)?
  • For each pixel
  • Determine the minimum depth
  • For each group image
  • Sum the color and weight attributes if the
    fragment is in the nearest layer.
  • Average the sum of color by the sum of weights.

27
Voronoi enhance
28
Basic transparency algorithm (2)?
  • Use BSP-tree for efficient back-to-front ordering
  • Transparency blending pass (using a-blending)
  • Render all splats pi of each group Sk using
    modified radii r into separate target images Ik
  • Perform back-to-front a-blending using material
    transparency afrag
  • cnew afragcold (1 - afrag) cfrag
  • Compositing pass (PBR blending)
  • Average color of all images Ik into final
    framebuffer

29
Reduction in z-buffer accuracy
  • Overlapping splats cause too much attenuation
  • Solution cull fragments that are too close to
    rendered fragments
  • Report the depth of each fragment in steps of
    size e

30
High quality transparency algorithm (3)?
  • Geometry pass for nearest layer
  • Use basic algorithm 1 to get depth and kernel
    information about the nearest layer
  • Geometry pass for other layers
  • Use transparency algorithm 2, but cull all
    fragments from nearest layer using depth mask the
    first pass
  • Composition pass
  • Perform smooth point interpolation for nearest
    layer
  • Average the color over all images for other
    layers
  • Combine the nearest layer with the other layers

31
Reflections and refractions
  • Refraction effects and specular reflection
    improve rendering realism
  • Both are derived from incident viewing vector,
    surface normal, and environment mapping
  • Can be added to the nearest layer pass of
    algorithm 3
  • Downside only reflections and refractions for
    nearest visible layer

32
Multi-layer reflection/refraction
  • Accumulate opacity over all layers for each group
    Sk separately
  • Assuming constant material opacity a, approximate
    number of layers l atotal / a
  • Ratio of light absorption (1 a)l
  • Transmitted total refraction sin qT hl sin qI

33
Single vs Multi-layer refraction
34
Per fragment shading
  • As with our lab sessions, all needed attributes
    per fragment are interpolated
  • Deferred shading approach can be used for any
    attribute other than color
  • Phong lighting
  • Environment map reflection
  • Multi-layer refraction
  • Attenuation

35
Visual results
Combining opaque and transparent objects
Single-pass (a) versus two-pass (b) algorithm
36
Visual results
Depth Peeling vs Algorithm 3 vs Algorithm 2
37
Speed Comparison
Standard 21 PBR algorithm vs the novel 11 pass
PBR algorithm
38
Visual Comparison
39
Ball Joint
40
David Head
41
Female model
42
Q / A
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