Object Space EWA Surface Splatting: A Hardware Accelerated Approach to High Quality Point Rendering...
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Transcript of Object Space EWA Surface Splatting: A Hardware Accelerated Approach to High Quality Point Rendering...
Object Space EWA Surface Splatting: Object Space EWA Surface Splatting: A Hardware Accelerated Approach to A Hardware Accelerated Approach to
High Quality Point RenderingHigh Quality Point Rendering
Liu RenLiu Ren
Hanspeter PfisterHanspeter Pfister
Matthias ZwickerMatthias Zwicker
CMU
MotivationMotivation
Pure Hardware Accelerated + High Quality?
[Wolfman Geforce 4 demo]
Yes!
Point-based graphics needs high Point-based graphics needs high quality texture filteringquality texture filtering
High quality point rendering lacks High quality point rendering lacks hardware supporthardware support
GPU performance outpaces CPUGPU performance outpaces CPU
Related WorkRelated Work Software OnlySoftware Only Hardware Hardware
AcceleratedAccelerated
w/o texture w/o texture filteringfiltering
Point Sample Rendering Point Sample Rendering EURW 98EURW 98
QSplat Siggraph 00, QSplat Siggraph 00,
Point Set Surfaces IEEE Point Set Surfaces IEEE Vis 01, Vis 01,
Procedural Geometry Procedural Geometry EURW 01EURW 01
w/ texture w/ texture filteringfiltering
Surfels Siggraph 00, Surfels Siggraph 00, Surface Splatting Surface Splatting Siggraph 01, Efficient Siggraph 01, Efficient Surface Splatting Surface Splatting EURW 02EURW 02
Hardware-Oriented Point Hardware-Oriented Point Rendering EURW 02,Rendering EURW 02,
Object Space EWA Splatting EG 02
Point-based Surface RepresentationPoint-based Surface Representation
Surface Element (Surfel)
No connectivity No connectivity No texture maps, no normal No texture maps, no normal
maps, etcmaps, etc
x
z
y
2D reconstruction filter
surfel tangent plane
normal
Surfel Rendering: SplattingSurfel Rendering: Splatting
screen space object space
y
z
x
surfel reconstruction filter
warped reconstruction filter
y
x
warp
aliasing
Surfel Rendering: Screen Space EWA FilteringSurfel Rendering: Screen Space EWA Filtering
reconstruction filter
warpscreen space object space
screen space resampling filter
Elliptical Weighted Average (EWA) filtering
EWA Splat = low-pass filter warped reconstruction filter
Screen space EWA splatting not supported by graphics hardware.
warped reconstructionfilter
low-pass filter
reconstruction filter
Surfel Rendering: Object Space EWA FilteringSurfel Rendering: Object Space EWA Filtering
screen space object spacewarp
Tangent space resampling filter = warped low-pass filter reconstruction filter
View dependent filter
tangent spaceresampling filter
low-pass filter
warped low-pass filter
Hardware Accelerated Point-based RenderingHardware Accelerated Point-based Rendering
Tangent space resampling Tangent space resampling filtersfilters
EWA splats in frame bufferEWA splats in frame bufferTexture mappingTexture mapping
Warped surface Warped surface texture reconstructiontexture reconstruction
Additive alpha Additive alpha blendingblending
surfel tangent plane
Textured polygonsTextured polygons
normal
ChallengesChallenges
No holes, hidden surface No holes, hidden surface splats removalsplats removal
Lack of A-buffer supportLack of A-buffer support
?Correct visibility in hardware
View dependent View dependent
Texture or polygon not fixed Texture or polygon not fixed
EWA resampling filter?
Two Pass Algorithm Overview Two Pass Algorithm Overview
1. Visibility splatting1. Visibility splatting Disable frame buffer updatesDisable frame buffer updates Render opaque quad for each surfelRender opaque quad for each surfel Generate depth image with a small offsetGenerate depth image with a small offset
2. Resampling filter splatting2. Resampling filter splatting Disable Z-buffer updatesDisable Z-buffer updates Render textured polygons with additive alpha Render textured polygons with additive alpha
blendingblending
First Pass: Visibility Splatting SchemesFirst Pass: Visibility Splatting Schemes
z
surface
depth image
camera space
QSplat
z
surface
depth image
camera space
Object Space EWA
occlusion artifacts
Second Pass: Handle View Dependent EWA Second Pass: Handle View Dependent EWA Resampling filter Resampling filter
texture (unit gaussian)
surfel polygon with unknown geometry
(0,0) (1,0)
(0,1) (1,1)
matchtexture mapping
textured quad
elliptical gaussian (tangent space resampling filter)
vertex computation
tangent space quad with known geometry
Normalization IssuesNormalization Issues
without normalization
varying brightness
with normalization
no artifacts
Per-pixel normalization:Per-pixel normalization:
Read back data from frame bufferRead back data from frame buffer Post-processing schemePost-processing scheme Bad for hardware accelerationBad for hardware acceleration
Per-surfel normalization:Per-surfel normalization: Pre-compute the surfel Pre-compute the surfel
normalization weightnormalization weight Pre-processing scheme Pre-processing scheme Good for hardware acceleration Good for hardware acceleration
Demo: Checkerboard on Geforce 4 Ti 4600Demo: Checkerboard on Geforce 4 Ti 4600
Anisotropic Texture Filtering + Accuview /Triangle Mesh
Object Space EWA / Points
V.S.
Object Space EWA Filtering
Splatting No Filtering
V.S.
Demo: Surfel Models on ATI Radeon 9700Demo: Surfel Models on ATI Radeon 9700
103K Surfels
Salamander
Performance with Phong ShadingPerformance with Phong Shading
DataData # Points # Points 512 by 512512 by 512 1024 by 1024 1024 by 1024 Geforce Geforce 4 Ti 46004 Ti 4600
Radeon Radeon 97009700
Geforce Geforce 4 Ti 46004 Ti 4600
Radeon Radeon 97009700
103K103K 21.1fps21.1fps 29.0 fps29.0 fps 14.7 fps14.7 fps 24.7 fps24.7 fps
102K102K 18.6 fps18.6 fps 23.7 fps23.7 fps 9.8 fps9.8 fps 20.6 fps20.6 fps
273K273K 5.2 fps5.2 fps 8.6 fps8.6 fps 3.7 fps3.7 fps 8.3 fps8.3 fps
352K352K 4.6 fps4.6 fps 13.6 fps 13.6 fps 3.6 fps3.6 fps 8.5 fps8.5 fps
ConclusionConclusion
New object space formulation of EWA New object space formulation of EWA surface splatting surface splatting
Completely hardware accelerated Completely hardware accelerated approach with negligible CPU approach with negligible CPU involvementinvolvement
Benefits from GPU performance Benefits from GPU performance improvementsimprovements
Future WorkFuture Work
Semitransparent point models Semitransparent point models
View dependent BRDF shading View dependent BRDF shading
Animated point modelsAnimated point models
Optimization with upcoming hardware Optimization with upcoming hardware featuresfeatures
AcknowledgmentsAcknowledgments
Jessica Hodgins, Paul Heckbert Jessica Hodgins, Paul Heckbert
Micheal Doggett, Evan Hart, Jeff Royle Micheal Doggett, Evan Hart, Jeff Royle
Henry Moreton Henry Moreton
Jennifer Pfister, Wei Li, Wei ChenJennifer Pfister, Wei Li, Wei Chen
Http://www.cs.cmu.edu/~liuren/research.htmHttp://www.cs.cmu.edu/~liuren/research.htm
CMU