Associate Prof. Michael Wimmer. TU Wien
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1 Spielewelten: lt Die 3D Technologien der Zukunft Associate Prof. Michael Wimmer Institut für Computergraphik und Algorithmen TU Wien
2 Real-Time Rendering: Team & Projects Gameworld Terapoints TreeLumination GPVis 2 Desiree
3 Core Real-Time Rendering Disciplines Graphics hardware is never fast enough Real-time rendering research strives ti to reduce hidden complexity Visibility Levels of detail Image-based rendering increase visible quality Shadows Precomputed radiance transfer Real-time global illumination Vienna University of Technology 3
4 But also: New Major Challenges How to exploit parallel programming model? How to cope with demand for larger worlds? Generation (provide complexity) Display Animation How to incorporate perception? Selective rendering (redefine visible ) 4
5 Rendering and Animation Institute of Computer Graphics and Algorithms Vienna University i of Technology
6 Geometry, Surface Rendering 6
7 Illumination Precompute and store translucency efficiently, i use it at runtime for illumination [EGSR 2007]
8 Shadows Pixel Exact Shadow Mapping Use temporal integration Estimate confidence in shadow test [EGSR 2007]
9 Levels of Detail Frame-sequential LOD blending 9
10 Videos
11 Visibility Institute of Computer Graphics and Algorithms Vienna University i of Technology
12 Visibility Culling Exploit hardware occlusion queries Based on temporal coherence [Eurographics 2008]
13 ? Urban Visualization
14 Global Visibility Precomputation Visibility analysis tool Input Model Render cost distribution for 1 view cell Render cost per view cell
15 Perception Visual Attention Predictor Analyze eye-tracking data Derive statistical importance for selective rendering 15
16 Procedural Modeling 2 [Siggraph 2008]
17 Importance of Virtual Urban Envrionments urban planning
18 Importance of Virtual Urban Envrionments movies and computer games
19 Importance of Virtual Urban Envrionments cultural heritage
20 Traditional Approach Manual Modeling Source: magnusmax.com/blenderscreensnapz001.jpg
21 Traditional Approach Manual Modeling Direct control over every aspect Realize artists vision Incorporate domain knowledge
22 Traditional Approach Manual Modeling Expensive: Up to 3 weeks to model for one building Difficult to adapt and reuse
23 Motivation Urban planning, architecture needs 3D models! Previous work Manual modeling Shape grammars
24 Direct Control
25 Visual Editing
26 Subproblem Persistence Markus Lipp, Peter Wonka and Michael Wimmer 26
27 Subproblem Persistence Markus Lipp, Peter Wonka and Michael Wimmer 27
28 Subproblem Persistence Markus Lipp, Peter Wonka and Michael Wimmer 28
29 Subproblem Persistence Solution: store changes separately rulebase 1 generation change input rulebase 2 change& locators query generation store Markus Lipp, Peter Wonka and Michael Wimmer 29
30 Big Picture? click automatically create instance locator: search on slider intersect and search change: set highlight selection t (row=10, occurring mouse store shapes type ray locator col=*) parameters with in matching menu and shapes change locator Markus Lipp, Peter Wonka and Michael Wimmer 30
31 Direct Artist Control for Procedural City Layouts
32 Problem Statement No clear hierarchy, locators will not work Different approach for editing and persistence 32
33 Editing Operations Move streets May create invalid layouts Solve this automatically! 33
34 Editing Operations Merge layouts Allows multiple artists to work on one project During street move and merge: maintain persistence! 34
35 Layers Multiple urban layouts on different layers Merging operator creates final layout Non-topological transform, merging and p g g g layers enable all mentioned editing operations
36 Combined Approach Move streets: non-topological transform
37 Combined Approach Content merging: Layers+flexible merging
38 Combined Approach Persistence: move to separate layer
39 Computational Archeology Large-Scale Visualization 2
40 Ephesos: ~500M points Several 100 scan positions Several campains Scanner: up to 800m range!
41
42 Stephansdom: 262M Points Direct visualization and editing of huge point clouds Stephansdom: 100 scans 262M points 4GB data Out-of-core!
43 Domitilla: 1.2 billion points/1200 scans
44 Motivation Accurate reconstruction infeasible Archeologists need to work with real data Virtual anastylosis Measuring Scan campaign management Direct point visualization! Ignore topology and surfaces Work with noisy data
45 Data Structure Octree of Nested regular grids Optimized i for rendering on GPU
46 Rendering Estimate a closed surface on scanned objects Point Size 1 pixel Weighted Point Size
47 Selection Brush follows surface of the model
48 Selection Selection octree
49 End Thank you for your attention!
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