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Graphics Topics in VR

Explore the impact of graphics and geometric algorithms on VR, including visibility, rendering, collision detection, and animation. Learn how these factors affect scene complexity, performance, shadows, and more.

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Graphics Topics in VR

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  1. Graphics Topics in VR By Shaun Nirenstein

  2. Overview • Impact of graphics/geometric algorithms on VR • Visibility in VR • Rendering Topics in VR • Collision Detection • Animation (I won’t talk about this)

  3. Impact of graphics/geometric algorithms on VR • Constrains the VR • Visibility • Scene complexity • Performance • Shadows • Cues • Soft shadows offer more information about the light source • Shadows are difficult(slow), soft shadows are more difficult(slow)

  4. Impact of graphics/geometric algorithms on VR • Constrains the VR (cont.) • Illumination models • Defines the set of surface materials available • Global vs. local illumination • What can be done at real-time? • Global specular? • Global diffuse? • Arbitrary BRDF (Bidirectional Reflectance Distribution Function)? • Collision detection • How accurate? • How fast? • (Agent/Avatar) Animation • Scripted, captured, simulated

  5. Visibility • Obvious application is to manage geometric complexity • Don’t render what you cannot see • Less obvious application is to manage global complexity • Don’t “simulate” invisible objects • Can X see Y (e.g. AI) • Don’t illuminate invisible objects • Predictive cache management!!! • Could Y be visible from X soon • Invisible geometry, textures, bump maps, vertex/pixel programs do not have to be resident

  6. Visibility Algorithms • From-point techniques: • What is visible from view point X • From-region techniques: • What is visible from view region R • I.e. Y is visible from R, if there exists a point P in R, which can see Y • Can bind a visible set to time

  7. From Point Visibility • Occluder shadow volumes Invisible Occluder

  8. Occluder Fusion (from point) • Occluder shadow volumes Invisible Occluder Invisible??? Invisible

  9. Occluder Fusion (from point) • Cells and portals

  10. Occluder Fusion (from point) • Cells and portals

  11. Occluder Fusion (from point) • Cells and portals

  12. Problems • Cells and portals • Only work (well) for “architectural scenes” • Occluder Shadows • Fusion is difficult • Only works well for a small number of occluders • Other techniques offer various improvements and trade-offs • Hierarchical Occlusion Maps • Occlusion bit testing • Hierarchical Z-Buffer • Many more…

  13. From Region Visibility • Occluder shadow volumes Invisible Occluder

  14. From Region Visibility • Area light source analogy Separating lines Penumbra Umbra Supporting lines Penumbra

  15. From Region Visibility • Area light source analogy Umbra?

  16. Occluder Fusion (from region) • Cells and portals

  17. Occluder Fusion (from region) • Cells and portals

  18. Occluder Fusion (from region) • Cells and portals (visible volume)

  19. Occluder Fusion (from region) • Cells and portals (visible volume)

  20. Occluder Fusion (from region) • Cells and portals (visible cell iff. stabbing line does exist)

  21. Finding a stabber (2D) • Find a line which separates two set of points

  22. Finding a stabber (2D) • Find a line which separates two set of points • Left and right sets (defined by orientation)

  23. Finding a stabber (2D) • Find a line which separates two set of points • Left and right sets (defined by orientation)

  24. Finding a stabber (2D) • Find a line which separates two set of points • Left and right sets (defined by orientation) • Solved using duality

  25. Finding a stabber (3D) • Also solved with duality • Lines in 3D go to points in 5D Pluecker coordinates

  26. Constructing Cells/Portals • BSP Tree – Splits volume until leaves are convex • Portals are sides of leaf nodes which do not correspond to scene polygons

  27. Constructing Cells/Portals • Optimal portal finding is an open problem • Portals / Cells (sectors) are usually defined by hand

  28. Soft and Hard Shadows • Hard Shadows – small (points) or far • Soft Shadows – area/volume light source Hard Soft

  29. Soft and Hard Shadows • Soft shadows != Blurring!!! Light Occluder Ground

  30. Soft and Hard Shadows • Algorithms • Point sources are easy! • Clip shadow volume against scene • Ray tracing • Shadow map • Shadow volume • Soft shadows are difficult! • Soft shadow volumes • Point sampling of area light source • Ray tracing • Hard and soft shadows may be pre-computed by sampling surface geometry and applying lightmaps

  31. Lightmaps • Can be used for shadows, lighting, diffuse illumination • Need to be recomputed when geometry and/or lights move = *

  32. Global vs. Local Illumination • Global looks better – local is faster • Trade offs between complexity, performance, ability to move geometry, quality, etc. • What do games do? • Radiosity preprocess into light maps • Light grid for dynamic objects • Bump mapping is applied in addition • Many passes: textures, bumps, lightmaps, shadow passes, etc. • Doom III? • No global illumination • Not necessary for the “feel” of the game • Allows for dynamic hard shadows (cast BY everything ONTO everything) • Photo-realism does not add as much to mood as shadows in this context

  33. Photon Mapping

  34. Photon Mapping

  35. Photon Mapping

  36. Collision Detection • Why? • Need to know if movement results in solid bodies colliding • Physics • Visibility

  37. Collision Detection • Broad Phase • Conservative – only test whether or not further testing(narrow phase) is required • Uses bounding volumes and bounding hierarchies

  38. Collision Detection • Narrow Phase • Accurate • Triangle-triangle intersection • Segment-triangle intersection • Bounding-volume triangle intersection

  39. Collision Detection(cont.) • What makes a good bounding box? • Easy to test for collision • Tightly represents the model – minimal extraneous volume • More information implies better potential • What about moving objects? • On the fly creation? • Conservative updates • Tracking nearest geometry

  40. Collision Detection(cont.) • AABB (Axially aligned bounding boxes) • Two points in 3D (6 scalars) • BS (Bounding Sphere ) • Point and radius (4 scalars) • Not always a good fit – may require OBB (Oriented bounding box) • Three points in 3D (9 scalars ) • Principal component analysis

  41. Collision Detection(cont.) • Convex Hull • Accurate • Conservative • bounding planes • faster, but less accurate

  42. Collision Detection(cont.) • k-dops (discrete oriented polytopes) • Accurate – more planes • AABB == 6-dop

  43. Collision Detection(cont.) • 8-dop 45o

  44. Collision Detection(cont.) • Hierarchies – AABB • Test top down

  45. Collision Detection(cont.) • Hierarchies – OBBTree • Test top down

  46. Collision Detection(cont.) • Polytope-polytope intersection (narrow phase) • Assuming non-containment: Intersection is equivalent to the existence of an edge of one polytope which intersects the face of another Containment

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