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Quick-VDR: Interactive View-Dependent Rendering of Massive Models

Quick-VDR: Interactive View-Dependent Rendering of Massive Models. Sung-Eui Yoon Brian Salomon Russell Gayle Dinesh Manocha University of North Carolina at Chapel Hill http://gamma.cs.unc.edu/QVDR. Goal. Interactive display of complex and massive models at high image fidelity

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Quick-VDR: Interactive View-Dependent Rendering of Massive Models

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  1. Quick-VDR: Interactive View-Dependent Rendering of Massive Models Sung-Eui Yoon Brian Salomon Russell Gayle Dinesh Manocha University of North Carolina at Chapel Hill http://gamma.cs.unc.edu/QVDR

  2. Goal • Interactive display of complex and massive models at high image fidelity • Models from CAD, scientific simulation, and scanning devices • High primitive counts • Irregular distribution of geometry

  3. CAD Model – Power Plant 12 million triangles Irregular distribution Large occluders

  4. Isosurface from Turbulence Simulation (LLNL) 100 million triangles High depth complexity Small occluders Many holes

  5. Scanned Model –St. Matthew 372 million triangles Highly tessellated

  6. Problems of current representation • High cost of refining and rendering the geometry • High memory footprint • Complicate integration with other techniques • occlusion culling and out-of-core management

  7. Main Contribution • New view-dependent rendering algorithm Clustered Hierarchy of Progressive Meshes (CHPM) Out-of-core construction and rendering Integrating occlusion culling and out-of-core management

  8. Realtime Captured Video – Power plant Pentium IV GeForce FX 6800 Ultra 1 Pixel of Error

  9. Previous Work • Geometric simplification • View-dependent simplification • Out-of-core simplification • Occlusion culling • Hybrid algorithms

  10. Geometric Simplification • Static [Cohen et al. 96 and Erikson et al. 01] • View-dependent [Hoppe 97; Luebke et al. 97; Xia and Varshney 97] • Surveyed in Level of Detail book[Luebke el al. 02]

  11. View-Dependent Simplification • Progressive mesh [Hop96] • Merge tree [Xia and Varshney 97] • View-dependent refinement of progressive meshes [Hoppe 97] • Octree-based vertex clustering [Luebke and Erikson 97] • View-dependent tree [El-Sana and Varshney 99] • Out-of-core approaches [Decoro and Pajarola 02; Lindstrom 03]

  12. Out-of-core Simplification • Static [Lindstrom and Silva 01; Shaffer and Garland 01; Cignoni et al. 03] • Dynamic [Hoppe 98; Prince 00; El-Sana and Chiang 00; Lindstrom 03]

  13. Occlusion Culling • A recent survey is in [Cohen-Or et al. 03] • Image-based occlusion representation • [Greene et al 93, Zhang et al, 97, Klosowski and Silva 01] • Additional graphics processors • [Wonka et al. 01, Govindaraju et al. 03]

  14. Hybrid Approaches • Combine model simplification and occlusion culling techniques • UC Berkeley Walkthrough[Funkhouser 96] • UNC MMR system[Aliaga 99] • Integrate occlusion culling with view dependent rendering • [El-Sana et al. 01; Yoon et al. 03]

  15. Outline • CHPM representation • Building a CHPM • Interactive display • Implementation and results • Conclusion and future work

  16. Outline • CHPM representation • Building a CHPM • Interactive display • Implementation and results • Conclusion and future work

  17. Clustered Hierarchy of Progressive Meshes (CHPM) • Novel view-dependent representation • Cluster hierarchy • Progressive meshes PM3 PM1 PM2

  18. Clustered Hierarchy of Progressive Meshes (CHPM) • Cluster hierarchy • Clusters are spatially localized mesh regions • Used for visibility computations and out-of-core rendering

  19. Clustered Hierarchy of Progressive Meshes (CHPM) • Progressive mesh (PM) [Hoppe 96] • Each cluster contains a PM as an LOD representation Vertex splits PM: Base mesh

  20. Two-Levels of Refinement • Coarse-grained view-dependent refinement • Provided by selecting a front in the cluster hierarchy Front

  21. Two-Levels of Refinement • Coarse-grained view-dependent refinement • Provided by selecting a front in the cluster hierarchy Cluster-split

  22. Two-Levels of Refinement • Coarse-grained view-dependent refinement • Provided by selecting a front in the cluster hierarchy Cluster-split Cluster-collapse

  23. Vertex split 0 Vertex split 1 ….. Vertex split n Two-Levels of Refinement • Fine-grained local refinement • Supported by performing vertex splits in PMs PM

  24. Simplification Error Bound • Conservatively compute object space error bound given screen space error bound • Perform two-levels of refinement based on the error bound

  25. Main Properties of CHPM • Low refinement cost • 1 or 2 order of magnitude lower than a vertex hierarchy • Alleviates visual popping artifacts • Provides smooth transition between different LODs

  26. Video – Comparison CHPM with Vertex Hierarchy

  27. Outline • CHPM representation • Building a CHPM • Interactive display • Implementation and results • Conclusion and future work

  28. Overview of Building a CHPM Input model Cluster decomposition Performed in out-of-core manner Cluster hierarchy generation Hierarchical simplification CHPM

  29. Overview of Building a CHPM Input model Cluster decomposition Cluster hierarchy generation Hierarchical simplification CHPM

  30. Cluster Decomposition • Cluster • Main unit for view-dependent refinement, occlusion culling, out-of-core management • Spatially localized portion of the mesh • Equally sized in terms of number of triangles

  31. Cluster Decomposition • Similar to [Ho et al. 01; Isenburg and Gumhold 03] Graph between cells

  32. An Example of Cluster Decomposition Each cluster contains 4K triangles

  33. Overview of Building a CHPM Input model Cluster decomposition Cluster hierarchy generation Hierarchical simplification CHPM

  34. Cluster Hierarchy Generation - Properties • Nearly equal cluster size • High spatial locality • Minimum shared vertices • Balanced cluster hierarchy

  35. Cluster Hierarchy Generation - Algorithm • Node • Corresponds to a cluster • Weighted by the number of vertices • Edge • Made if clusters share vertices • Weighted by the number of shared vertices

  36. Cluster Hierarchy Generation - Algorithm 2nd level clusters Root cluster 3rd level clusters Leaf clusters

  37. Overview of Building a CHPM Input model Cluster decomposition Cluster hierarchy generation Hierarchical simplification CHPM

  38. Out-of-core Hierarchical Simplification • Simplifies clusters in a bottom-up manner

  39. Out-of-core Hierarchical Simplification • Simplifies clusters in a bottom-up manner PM5 PM4 PM1 PM3 PM2

  40. A B C D dependency E F C A B D Cluster hierarchy Boundary Simplification Boundary constraints

  41. A B C D dependency E F C A B D Cluster hierarchy Boundary Simplification E F

  42. Boundary Constraints • Common problem in many hierarchical simplification • [Hoppe 98; Prince 00; Govindaraju et al. 03] • Degrades the quality of simplification • Decrease rendering performance at runtime • Aggravated as a depth of hierarchy increases

  43. Boundary Constraints

  44. Boundary Constraints

  45. Cluster Dependencies • Replaces preprocessing constraints by runtime dependencies

  46. E F A B C D Cluster Dependencies dependency E F C A B D Cluster hierarchy

  47. E F A B C D Cluster Dependencies dependency E F C A B D Cluster hierarchy

  48. Cluster Dependencies at Runtime Force cluster-split Cluster-split dependency E F C A B D Cluster hierarchy

  49. Cluster Dependencies 92% triangles reduced 227K triangles 19K triangles After posing cluster dependencies

  50. Outline • CHPM representation • Building a CHPM • Interactive display • Implementation and results • Conclusion and future work

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