Ray Space Factorization for From-Region Visibility - PowerPoint PPT Presentation

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Ray Space Factorization for From-Region Visibility

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Title: Ray Space Factorization for From-Region Visibility Author: Tommer Leyvand Last modified by: Tommer Created Date: 1/26/2003 7:16:40 AM Document presentation format – PowerPoint PPT presentation

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Title: Ray Space Factorization for From-Region Visibility


1
Ray Space Factorization for From-Region Visibility
  • Tommer Leyvand
  • Olga Sorkine
  • Daniel Cohen-Or
  • Tel-Aviv University, Israel

2
From-Region Visibility
Problem of identifying which parts are visible
from a region (viewcell)
Visibility Set Valid from within the viewcell
Entire Model
3
Dimensionality ofFrom-Region Visibility
  • From-Region visibility is 4D
  • A ray exists the viewcell through a 2D surface
    and enters the target region through a 2D surface

viewcell
4
From-Region Occluder Fusion
  • Wonka et.al. EGRW 2000
  • Koltun et.al. EGRW 2000
  • Schaufler et.al. SIGGRAPH 2000
  • Durand et.al. SIGGRAPH 2000

5
A Ray Space Technique
t0
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t
s0
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Primary Space
Ray Parameter Space
6
A Ray Space Technique(Cont.)
  • Appropriate for 2D from-region visibility
  • Exact (up to discretization)
  • Can be realized with common graphics hardware
  • Can be used to accelerate 2.5D from-region
    visibility
  • Koltun et.al. EGRW 2001
  • Bittner et.al. PG2001

7
Our Factorization
We factor the 4D visibility problem into
horizontal and vertical components
Ray Space Approach
Umbra Merging Approach
Horizontal direction
Vertical direction
8
Lumigraph/Light Field
A 2D grid of 2D images
Light field
9
Vertical Slice
The visibility is solved within each vertical
slice
A vertical slice
Within a vertical slice
Horizontal direction
Vertical direction
10
Our Main Contribution
  • A factorization that
  • Exploits vertical coherence
  • Maps to the graphics card

11
Algorithm Overview
  • Per object
  • Parameterization of vertical slices
  • Umbra encoding

Vertical umbra
footprint
12
Algorithm Overview(Cont.)
  • Parameterization of vertical slices
  • Umbra encoding and visibility test
  • Merging umbrae

Vertical umbra
footprint
13
Horizontal Parameterization
  • Produces a 2D polygonal footprint of scene
    objects
  • Project scene objects onto the ground plane
  • Maps planes slicing both the viewcell and some
    object into points in parameter space

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14
Building the footprint
  • Our parameterization maps a 3D triangle into
    several 2D polygons
  • Each point in the resulting footprint represents
    a plane that slices both the viewcell and the
    segment

t
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t0
q
s0
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15
Umbra Encoding
Encode directional umbra using supporting and
separating lines
Vertical slice P(s,t)
v
directional umbra
t
(s,t)
Intersection of some scene object with slice
viewcell
s
Parameter Space
16
Global Occlusion Map
  • Stores the directional accumulated umbra for all
    directions
  • Encoded by sets of supporting and separating
    angles
  • Each set encodes a single umbra
  • Traverse the scene top-down front-to-back, and
  • Bounding boxes are tested for visibility
  • Objects in visible leafs augment the map

17
Testing Visibility
  • Within a slice
  • Test occlusion by comparing supporting angles
  • Performed in parallel on all (s,t) slices

18
Merging Umbrae
  • Increase the current accumulated umbra in the
    occlusion map
  • Augment if directional umbra intersects

viewcell
19
Merging Umbrae
  • Increase the current accumulated umbra in the
    occlusion map
  • Augment if directional umbra intersects
  • Otherwise create another umbra entry
  • In case there are too many entries, discard

viewcell
20
Implementation
  • Cg implementation
  • 4x32bit floating point PBuffers
  • Used to store a single set global occlusion map
  • Fragment programs for testing occlusion and
    merging umbra
  • Calculates less conservative values
  • Previous generation hardware implementation
  • Using occlusion query and OpenGL

21
Results
Procedural Urban Model
Box Field Model
Vienna 2000 Model
3D-e
2.5De
2.5D
22
Video
23
Thanks
  • Israel Science Foundation
  • Israeli Ministry of Science
  • Reviewers

24
The End
Before
After
25
Procedural City
  • XML configured city generation engine
  • Simple building blocks
  • 3D boxes and pyramids
  • Rotation and scaling operators
  • Texture groups
  • Instantiation parameters within user defined
    random limits
  • Exports city to VRML 2.0

26
Conservativeness
Piecewise constant approximation of the rational
umbra function at each slice
Each vertical plane is not infinitesimal - it has
some width
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