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Rendering With Coherent Layers

SIGGRAPH 97. Rendering With Coherent Layers. Jed Lengyel John Snyder Microsoft Research. Traditional Pipeline. Renders 3D scene to an image. Traditional Pipeline. Traditional Pipeline. Problems Does not exploit temporal coherence Spatial and temporal resolutions are global

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Rendering With Coherent Layers

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  1. SIGGRAPH 97 Rendering With Coherent Layers Jed Lengyel John Snyder Microsoft Research

  2. Traditional Pipeline • Renders 3D scene to an image.

  3. Traditional Pipeline

  4. Traditional Pipeline • Problems • Does not exploit temporal coherence • Spatial and temporal resolutions are global • Limited integration of 2D elements in 3D

  5. Traditional Pipeline

  6. Traditional Pipeline • How can we improve this?

  7. Layered Pipeline • Add a 2D image warp.

  8. Layered Pipeline • A sprite is a warped image with alpha. Sprite

  9. Layered Pipeline • Each layer produces a sprite. Layer

  10. Layered Pipeline • The scene is factored into layers.

  11. Flyby Film

  12. Spatial Resolution

  13. Previous Work • Image-caching [Shade96, Schaufler96] • Composition architectures (with z per pixel) [Duff85, Molnar92, Regan94, Mark97] • Image-based rendering [Chen93, Chen95, McMillan95] • Regulation [Funkhouser93, Maciel95] • Shading factorization [Cook84, Hanrahan90, Segal92, Dorsey95, Guenter95, Meier96]

  14. 2D Image Transform • T is 3D transform to screen coordinates.

  15. 2D Image Transform • Extra degrees of freedom

  16. 2D Image Transform • Composition maps to same screen point.

  17. 2D Image Transform • Spatial resolution

  18. 2D Image Transform • Temporal resolution

  19. Factoring Geometry

  20. Factoring Geometry • Good

  21. Factoring Geometry • Good

  22. Factoring Geometry • Good

  23. Factoring Geometry • Good

  24. Factoring Geometry • Poor

  25. Factoring Geometry • Poor

  26. Factoring Geometry • Poor

  27. Factoring Geometry • Poor

  28. Factoring Geometry • Poor

  29. Depth Sorting of Layers • Depth sorting in software is effective. • Relatively small number of primitives • Exploits temporal coherence

  30. Factoring Shading

  31. Multipass Shading [Segal92]

  32. Multipass Shading

  33. Factoring Shading

  34. Warp Choice • Accuracy of image interpolation through time • Efficient hardware implementation • Ease of computing the warp parameters

  35. Characteristic Points • Track 3D motion projected to 2D

  36. Warp Calculation • Characteristic points are matched

  37. Warp Calculation W P0= P1

  38. Warp Calculation W P0= P1

  39. Warps Considered • Pure translation • Translation with isotropic scale • Translation with independent scale in x and y • Affine • Perspective

  40. Warp Comparison

  41. Image Interpolation • Warping intermediate images is effective • Triple- or quadruple-framing • Warp calculated with a small set of points • Decouples 3D rendering from display

  42. Image Interpolation

  43. Regulation • Set independent layer quality parameters

  44. Regulator • Maximize fidelity, balance resources

  45. Fiducials • Measure fidelity of approximation • Geometric • Photometric • Sampling • Visibility

  46. Geometric Fiducial • Compares warped and current points

  47. Photometric Fiducial • Samples lighting at characteristic points

  48. Photometric Fiducial 2 • Measures change in light position

  49. Sampling Fiducial • Measures distortion of image samples

  50. Visibility Fiducial • Counts back-to-front transitions Frame 0 Frame 1

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