Non-Planar Projection GRAPP 2008

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Information about Non-Planar Projection GRAPP 2008

Published on July 16, 2008

Author: autopilot


BBB:  BBB Computer Graphics Systems Group, Hasso-Plattner Institute, University of Potsdam, Outline:  Outline ¨ Introduction & Basic Concepts ¨ Generalization Concept ¨ Implementation ¨ Applications ¨ Conclusions Mission: Unified Rendering Technique:  Mission: Unified Rendering Technique Unify techniques for: Non-planar projections 2D lens effects Image warping Implementation requirements: Real-time visualization Large scene rendering Single projection center (SCOP) Basic Concept – Overview :  Basic Concept – Overview Components: Dynamic cube map Screen-aligned quad Fragment shader 3-Phase rendering: Create/Update dynamic cube map Setup projection shader Render screen-aligned quad Main characteristics: Image-based approach Fully hardware accelerated Cube map Basic Concept – Details :  Basic Concept – Details Define projection function: Apply camera orientation: Sample from cube map: Example: Cylindrical Projection:  Example: Cylindrical Projection Projection function: Horizontal Vertical Horizontal FOV: 360°, Vertical FOV 60° Example: Spherical Projections:  Example: Spherical Projections Projection function: Viewport truncation: A B C Optimization: Normal Maps:  Optimization: Normal Maps For static projection functions Store normalized cube map sampling vectors Using Render-To-Texture (RTT) Floating point texture precision Outline:  Outline þ Introduction & Basic Concepts ý Generalization Concept ¨ Implementation ¨ Applications ¨ Conclusions Generalization Concept – Overview :  Generalization Concept – Overview A B C D Projection Tile Screen - Example:  Projection Tile Screen - Example Final Rendering Projection Tile Screens:  Projection Tile Screens Projection tile screen (TPS)=set of projection tiles Projection tile=set of tile features Tile Feature: Generating Feature Maps:  Generating Feature Maps Feature-map rendering: Setup render-to-texture Setup orthogonal-projection Encode feature properties as color values: Angles: Render tiles successively Cube map sampling vectors: Calculated using fragment shader Vector derived by: Projection Tiles – Extensions :  Projection Tiles – Extensions Limitations: PTS is hard to model and control Triangulation influences interpolation Covers not all possible tile shapes No hard transition between tiles Improvements: Regular grid  triangulated planar mesh („triangle soup“) Enables hard transitions between tiles Enable the usage of modeling tools Outline:  Outline þ Introduction & Basic Concepts þ Generalization Concept ý Implementation ¨ Applications ¨ Conclusions Dynamic Cube Maps:  Dynamic Cube Maps Single-Pass: needs DX10 compatible hardware Evaluate the scene only once Geometry shader multiply primitive Project primitive to cube map faces Rasterization to six texture layers in parallel Multi-Pass: most compatible approach Evaluate scene six times RTT to each cube face Runtime optimizations: Omit whole cube map update Omit cube map side update Main Shader:  Main Shader Shader main entry point Cylindrical Projection Shader:  Cylindrical Projection Shader Projection function Outline:  Outline þ Introduction & Basic Concepts þ Generalization Concept þ Implementation ý Applications ¨ Conclusions Non-Planar Projection Surfaces:  Non-Planar Projection Surfaces Horizontal FOV: 360°, Vertical FOV 90° Normal Map Final Rendering Using Custom Normal Maps:  Using Custom Normal Maps Final Rendering Horizontal FOV: 90°, Vertical FOV 60° Combinations of Projections:  Combinations of Projections Lens Effects:  Lens Effects Horizontal FOV: 180°, Vertical FOV 135° Final Rendering Normal Map Compound Eye:  Compound Eye Horizontal FOV: 120°, Vertical FOV 60° Outline:  Outline þ Introduction & Basic Concepts þ Generalization Concept þ Implementation þ Applications ý Conclusions Limitations:  Limitations Rendering quality depends on: Cube map resolution Tessellation of tile screen Undersampling / Oversampling Dynamic cube map can be costly Interpolation artifacts by contrary tessellation Haik Lorenz, Jürgen Döllner, Dynamic Mesh Refinement on GPU using Geometry Shaders, WSCG 2008 (to appear) A B Conclusions:  Conclusions Take aways: General concept for SCOP distortions: Non-planar projections 2D lenses with arbitrary shapes Image warping and distortions Applicable in real-time for large scenes Controllable via projection tile screens Important: resolution of cube map and tessellation of PTS Future work: Improve rendering quality Develop graphical user interface for PTS Shift PTS tessellation to GPU Q & A:  Q & A Thank You. Contact: Matthias Trapp Computer Graphics Systems Group Prof. Dr. Jürgen Döllner Research group 3D-Geoinformation

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