MASSIVE TIME-LAPSE POINT CLOUD RENDERING with VR

Size: px
Start display at page:

Download "MASSIVE TIME-LAPSE POINT CLOUD RENDERING with VR"

Transcription

1 April 4-7, 2016 Silicon Valley MASSIVE TIME-LAPSE POINT CLOUD RENDERING with VR Innfarn Yoo, OpenGL Chips and Core Markus Schuetz, Professional Visualization

2 Introduction Previous Work AGENDA Methods Progressive Blue-Noise Point Cloud High-Quality VR Point Cloud Conclusion Demos 2

3 INTRODUCTION Point Cloud A set of points that represents the external surface of an object Our Dataset: Project Endeavor New NVIDIA building under construction Time-Lapse Point Clouds 3

4 INTRODUCTION Point Cloud Representation Advantages Disadvantages Simplicity Scalability Easiness of capturing Visually incomplete Easy to get noise Increasing data size Easiness of data handling 4

5 INTRODUCTION Our Focus Point Cloud Massive Scale (more than 1 TB) Time-Lapse VR Rendering Real-Time Rendering Instant Scalability Efficient Out-of-Core Design Plausible Visualization High-Quality VR Experience 5

6 INTRODUCTION Our Contributions A Novel Approach for Massive Time-Lapse Point Cloud Rendering Adapting Progressive Blue-Noise Point Cloud (PBNPC) Resampling High-Quality Point Cloud VR Experience Our method provides several important features: performance, quality, & navigation 6

7 Introduction Previous Work AGENDA Methods Progressive Blue-Noise Point Cloud High-Quality VR Point Cloud Conclusion Demos 7

8 PREVIOUS WORK Plant growth analysis using time-lapse point cloud Li et al., Analyzing Growing Plants from 4D Point Cloud Data, 2013, Transaction on Graphics Image source: Li et al., Analyzing growing plants from 4D point cloud data, 2013, ToG 8

9 PREVIOUS WORK Hyper-lapse from video (sequence of images) First Person Hyper-lapse Video, Kopf et al., 2014, Transaction on Graphics Image source: Kopf et al., First Person Hyper-lapse Video, 2014, ToG 9

10 Introduction Previous Work AGENDA Methods Progressive Blue-Noise Point Cloud High-Quality VR Point Cloud Conclusion Demos 10

11 PROGRESSIVE BLUE-NOISE POINT CLOUD (PBNPC) 11

12 PROBLEMS DATA SIZE REGISTRATION COLOR MISMATCH Per Day PC: 1.5 GB 2 Years: 1 TB Current: 120 GB GPU Memory: up to 24 GB (NVIDIA Quadro M6000) Out-of-Core Loading Drone captured Capturing is not perfect Actual site changes by daily construction Daily weather changes Capturing time changes Sun position changes Shadows 12

13 1. Data Size: 1.5 GB Per Day 13

14 2. Color Mismatch July 27, 2015 July 30,

15 3. Registration Problem 15

16 PIPELINE OVERVIEW Preprocessing Real-Time Processing Input Point Cloud (LAS files) Registration PBNPC Creation Color Correction Adjusting # of points & Rendering Estimating Time-Lapse Speed Filling Sparse Vertex Buffer Async Loading & Removing Sparse Buffer 16

17 INPUT FILES Input Point Cloud (LAS files) Registration PBNPC Creation Color Correction Drone captures point cloud every 2-3 day Input file format: LAS (liblas) Sampling density is varying per day Boundary is varying per day (Noise) 1.5 GB per capture * 86 := 120 GB Reduced to 50 GB 17

18 MAJOR PROBLEMS Input Point Cloud (LAS files) Registration PBNPC Creation Color Correction Massive Scale Point Cloud Data Handling We need Immediate Scalability & Preserve Visual Quality 18

19 BLUE-NOISE POINT CLOUD Types of Noise, depend on frequency distribution White Noise, Pink Noise, and Blue-Noise Blue-Noise Point Cloud Nearly Poisson Distribution Approximation of Human Retina Cells Distribution Visually Plausible Image source: Recursive Wang Tiles for Real-Time Blue Noise, Kopf et al., 2006, ACM SIGGRAPH 19

20 PROGRESSIVE BLUE-NOISE POINT CLOUD Progressive Blue-Noise Point Cloud (PBNPC) Adding or removing any number of points preserve Blue-Noise Characteristics Using Recursive Wang Tiles for Real-Time Blue Noise, Kopf et al., 2006, ACM SIGGRAPH Image source: Recursive Wang Tiles for Real-Time Blue Noise, Kopf et al., 2006, ACM SIGGRAPH 20

21 VIDEO: PBNPC 21

22 REGISTRATION Input Point Cloud (LAS files) Registration PBNPC Creation Color Correction We tried to use Approximated Nearest Neighbors (ANN) to align Point Clouds - Several problems: too slow and low accuracy Render depth maps in several different camera positions Generate gradient maps from depth maps Octree-based Search + Hill Climbing Algorithm 22

23 TIME-LAPSE COLOR CORRECTION Input Point Cloud (LAS files) Registration PBNPC Creation Color Correction We are not correcting colors YET Instead Time-Lapse Blending between Days Blending alleviates the color mismatching problem Blending cannot solve shadow(sun position) and color distribution problems 23

24 TIME-LAPSE COLOR CORRECTION No Blending 24

25 TIME-LAPSE COLOR CORRECTION Blending 25

26 PIPELINE OVERVIEW Preprocessing Real-Time Processing Input Point Cloud (LAS files) Registration PBNPC Creation Color Correction Adjusting # of points & Rendering Estimating Time-Lapse Speed Filling Sparse Vertex Buffer Async Loading & Removing Sparse Buffer 26

27 OPENGL 4.5, SPARSE BUFFER ARB_sparse_buffer Adjusting # of points & Rendering Estimating Time- Lapse Speed Async Loading & Removing Sparse Buffer Filling Sparse Vertex Buffer Newly introduced OpenGL 4.5 Extension ( Decouple GPU s virtual and physical memory Similar to ARB_sparse_texture extension We are using Sparse Buffer as a Stack (Prepare entire virtual memory per daily PC) 27

28 OPENGL 4.5, SPARSE BUFFER ARB_sparse_buffer We allocate virtual memory for entire time-lapse point clouds glbufferstorage(target, size, data_ptr, GL_SPARSE_STORAGE_BIT_ARB) data_ptr will be ignored, when with sparse storage bit Physical memory can be committed by using glbufferpagecommitmentarb(target, offset, size, commit) GL_TRUE or GL_FALSE for commit or decommit memory Greatly ease our effort to manage GPU memory 28

29 ESTIMATING TIME-LAPSE SPEED Based on Loading & Unloading Probability Adjusting # of points & Rendering Estimate Time- Lapse Speed Async Loading & Removing Sparse Buffer Filling Sparse Vertex Buffer Calculating Time-Lapse Direction & Speed Amount of Async Loading Request is based on Probability Probability adjusted by Time-Lapse Direction & Speed 29

30 ADJUSTING # OF POINTS Adjusting # of points & Rendering Estimate Time- Lapse Speed Async Loading & Removing Sparse Buffer Filling Sparse Vertex Buffer For Real-Time Rendering (Normal > 60 Hz & VR > 90 Hz) Instant Level of Details (LOD) by using Progressive Blue-Noise Point Cloud Simply adjusting LOD percentage until target FPS accomplished 30

31 HIGH-QUALITY VR POINT CLOUD 31

32 VR POINT CLOUDS Performance, Quality, User Interaction 32

33 VR PERFORMANCE Each point cloud at least 30 million points Rendering 2 point clouds during time-slice transitions Render twice (once for each eye) At 90 Frames per Second +some more to account for additional VR overhead 33

34 VR PERFORMANCE Out-Of-Core data structures necessary Multi-Resolution Octree used for Point Cloud VR demo ( Interactions with Gigantic Point Clouds, Claus Scheiblauer) Load and render only visible parts up to desired Level of Detail source: Potree: Rendering Large Point Clouds in Web Browsers, Markus Schuetz 34

35 VR PERFORMANCE High Level-Of-Detail near camera Render only ~3 million points out of billions 1.3 billion points at FPS on Quadro M GB source: Potree: Rendering Large Point Clouds in Web Browsers, Markus Schuetz 35

36 VR POINT CLOUDS Quality Strong aliasing inherent to Point Cloud Rendering Surfaces made up of overlapping points that occlude each other. Closest to camera wins. Aliasing more noticeable in VR due to constant motion and low resolution Perceived as sparkling 36

37 SOURCES OF ALIASING OCCLUSIONS Surface Patches made up of overlapping points Points fighting for visibility LEVEL OF DETAIL Building Multi-Resolution Octree, only considering point coordinates SILHOUETTES Model Silhouettes Point Sprite Silhouettes Like Nearest-Neighbor source: Potree: Rendering Large Point Clouds in Web Browsers, Markus Schuetz 37

38 SOURCES OF ALIASING Occlusions Surface Patches made up of overlapping points that constantly fight for visibility Blend fragments together instead of rendering only the closest ( High-quality surface splatting on today's GPUs, Botsch et al., 2005) Using screen-aligned circles instead of oriented splats source: Potree: Rendering Large Point Clouds in Web Browsers, Markus Schuetz 38

39 SOURCES OF ALIASING Level-of-Detail Additionally store interpolated colors in lower Levels-Of-Detail Like Mip-Mapping for point clouds Interpolated colors partially reduce occlusion-aliasing 39

40 SOURCES OF ALIASING Silhouettes Large amount of silhouettes due to holes from incompletely or sparsely captured 3D data and noise Plus: Each point sprite has its own small silhouette Smallest HMD movements and noise constantly change silhouettes Using MSAA to reduce these aliasing artifacts MSAA partially reduces occlusion-aliasing, too: 40

41 HIGH-QUALITY POINT CLOUDS IN VR MSAA and High-Quality (HQ) Splatting currently not compatible HQ-Splatting solves occlusion MSAA and averaged color LODs partially reduce occlusions MSAA faster and eliminates most sparkling effects MSAA, together with averaged color LODs, better suited for VR 41

42 HIGH-QUALITY POINT CLOUDS IN VR Transitions Render into different framebuffers, then combine Reduce performance impact by rendering one time-slice: at a lower resolution or without MSAA Quality reduction less noticeable during transition 42

43 HIGH-QUALITY POINT CLOUDS IN VR 43

44 VR POINT CLOUDS User Interaction Point clouds rarely dense enough for world-scale first-person navigation Table-Scale navigation -> Treat like a small model on a table or floating in space Grab gesture to move model Pinch-To-Zoom gestures (scale, rotate and move) Measurements 44

45 VR POINT CLOUDS Navigation Grab a point in space to drag and drop the model 45

46 VR POINT CLOUDS Navigation Grab a region-of-interest to enlarge, shrink and rotate it 46

47 VR POINT CLOUDS Controller Assignments Previous / Next Day Measurements 47

48 Introduction Previous Work AGENDA Methods Progressive Blue-Noise Point Cloud High-Quality VR Point Cloud Conclusion Demos 48

49 CONCLUSION Methods to render large point cloud data with hundreds of time-slices High-Quality subsampling and progressive LOD using PBNPC High-Quality Point Cloud Rendering for VR Fast and precise navigation 49

50 LIMITATIONS AND FUTURE WORK PBNPC sampled in 2D -> extend to 3D Correcting color mismatching problem Integrating NVIDIAs VR SLI Extension Eliminate pitfalls in VR navigation Multi-Res PBNPC for arbitrary large Point Clouds 50

51 NVIDIA S NEW BUILD VISUALIZATION 51

52 Introduction Previous Work AGENDA Methods Progressive Blue-Noise Point Cloud High-Quality VR Point Cloud Conclusion Demos 52

53 April 4-7, 2016 Silicon Valley THANK YOU

Goal. Interactive Walkthroughs using Multiple GPUs. Boeing 777. DoubleEagle Tanker Model

Goal. Interactive Walkthroughs using Multiple GPUs. Boeing 777. DoubleEagle Tanker Model Goal Interactive Walkthroughs using Multiple GPUs Dinesh Manocha University of North Carolina- Chapel Hill http://www.cs.unc.edu/~walk SIGGRAPH COURSE #11, 2003 Interactive Walkthrough of complex 3D environments

More information

Rendering Grass Terrains in Real-Time with Dynamic Lighting. Kévin Boulanger, Sumanta Pattanaik, Kadi Bouatouch August 1st 2006

Rendering Grass Terrains in Real-Time with Dynamic Lighting. Kévin Boulanger, Sumanta Pattanaik, Kadi Bouatouch August 1st 2006 Rendering Grass Terrains in Real-Time with Dynamic Lighting Kévin Boulanger, Sumanta Pattanaik, Kadi Bouatouch August 1st 2006 Goal Rendering millions of grass blades, at any distance, in real-time, with:

More information

Adaptive Point Cloud Rendering

Adaptive Point Cloud Rendering 1 Adaptive Point Cloud Rendering Project Plan Final Group: May13-11 Christopher Jeffers Eric Jensen Joel Rausch Client: Siemens PLM Software Client Contact: Michael Carter Adviser: Simanta Mitra 4/29/13

More information

Hardware-driven visibility culling

Hardware-driven visibility culling Hardware-driven visibility culling I. Introduction 20073114 김정현 The goal of the 3D graphics is to generate a realistic and accurate 3D image. To achieve this, it needs to process not only large amount

More information

Deferred Splatting. Gaël GUENNEBAUD Loïc BARTHE Mathias PAULIN IRIT UPS CNRS TOULOUSE FRANCE.

Deferred Splatting. Gaël GUENNEBAUD Loïc BARTHE Mathias PAULIN IRIT UPS CNRS TOULOUSE FRANCE. Deferred Splatting Gaël GUENNEBAUD Loïc BARTHE Mathias PAULIN IRIT UPS CNRS TOULOUSE FRANCE http://www.irit.fr/~gael.guennebaud Plan Complex Scenes: Triangles or Points? High Quality Splatting: Really

More information

CS 563 Advanced Topics in Computer Graphics QSplat. by Matt Maziarz

CS 563 Advanced Topics in Computer Graphics QSplat. by Matt Maziarz CS 563 Advanced Topics in Computer Graphics QSplat by Matt Maziarz Outline Previous work in area Background Overview In-depth look File structure Performance Future Point Rendering To save on setup and

More information

Real-Time Hair Rendering on the GPU NVIDIA

Real-Time Hair Rendering on the GPU NVIDIA Real-Time Hair Rendering on the GPU Sarah Tariq NVIDIA Motivation Academia and the movie industry have been simulating and rendering impressive and realistic hair for a long time We have demonstrated realistic

More information

Philipp Slusallek Karol Myszkowski. Realistic Image Synthesis SS18 Instant Global Illumination

Philipp Slusallek Karol Myszkowski. Realistic Image Synthesis SS18 Instant Global Illumination Realistic Image Synthesis - Instant Global Illumination - Karol Myszkowski Overview of MC GI methods General idea Generate samples from lights and camera Connect them and transport illumination along paths

More information

Rendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker

Rendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker Rendering Algorithms: Real-time indirect illumination Spring 2010 Matthias Zwicker Today Real-time indirect illumination Ray tracing vs. Rasterization Screen space techniques Visibility & shadows Instant

More information

Hardware Accelerated Rendering of Unprocessed Point Clouds

Hardware Accelerated Rendering of Unprocessed Point Clouds Hardware Accelerated Rendering of Unprocessed Point Clouds Claus Scheiblauer Institute of Computer Graphics and Algorithms Vienna University of Technology Vienna / Austria Abstract In this paper we present

More information

Lecture 6: Texture. Kayvon Fatahalian CMU : Graphics and Imaging Architectures (Fall 2011)

Lecture 6: Texture. Kayvon Fatahalian CMU : Graphics and Imaging Architectures (Fall 2011) Lecture 6: Texture Kayvon Fatahalian CMU 15-869: Graphics and Imaging Architectures (Fall 2011) Today: texturing! Texture filtering - Texture access is not just a 2D array lookup ;-) Memory-system implications

More information

Jingyi Yu CISC 849. Department of Computer and Information Science

Jingyi Yu CISC 849. Department of Computer and Information Science Digital Photography and Videos Jingyi Yu CISC 849 Light Fields, Lumigraph, and Image-based Rendering Pinhole Camera A camera captures a set of rays A pinhole camera captures a set of rays passing through

More information

Synthesis of Textures with Intricate Geometries using BTF and Large Number of Textured Micropolygons. Abstract. 2. Related studies. 1.

Synthesis of Textures with Intricate Geometries using BTF and Large Number of Textured Micropolygons. Abstract. 2. Related studies. 1. Synthesis of Textures with Intricate Geometries using BTF and Large Number of Textured Micropolygons sub047 Abstract BTF has been studied extensively and much progress has been done for measurements, compression

More information

Many rendering scenarios, such as battle scenes or urban environments, require rendering of large numbers of autonomous characters.

Many rendering scenarios, such as battle scenes or urban environments, require rendering of large numbers of autonomous characters. 1 2 Many rendering scenarios, such as battle scenes or urban environments, require rendering of large numbers of autonomous characters. Crowd rendering in large environments presents a number of challenges,

More information

High-Quality Surface Splatting on Today s GPUs

High-Quality Surface Splatting on Today s GPUs High-Quality Surface Splatting on Today s GPUs M. Botsch, A. Hornung, M. Zwicker, L. Kobbelt Presented by Julian Yu-Chung Chen CS594 GPU Programming 2006-03-30 Outline Point Based Rendering Surface splatting

More information

3D Editing System for Captured Real Scenes

3D Editing System for Captured Real Scenes 3D Editing System for Captured Real Scenes Inwoo Ha, Yong Beom Lee and James D.K. Kim Samsung Advanced Institute of Technology, Youngin, South Korea E-mail: {iw.ha, leey, jamesdk.kim}@samsung.com Tel:

More information

VR Rendering Improvements Featuring Autodesk VRED

VR Rendering Improvements Featuring Autodesk VRED GPU Technology Conference 2017 VR Rendering Improvements Featuring Autodesk VRED Michael Nikelsky Sr. Principal Engineer, Autodesk Ingo Esser Sr. Engineer, Developer Technology, NVIDIA 2017 Autodesk AGENDA

More information

L10 Layered Depth Normal Images. Introduction Related Work Structured Point Representation Boolean Operations Conclusion

L10 Layered Depth Normal Images. Introduction Related Work Structured Point Representation Boolean Operations Conclusion L10 Layered Depth Normal Images Introduction Related Work Structured Point Representation Boolean Operations Conclusion 1 Introduction Purpose: using the computational power on GPU to speed up solid modeling

More information

SDK White Paper. Soft Shadows

SDK White Paper. Soft Shadows SDK White Paper Soft Shadows TB-01409-001_v01 July 2004 Abstract This paper describes how Shader Model 3.0 s conditional branching accelerates the computation of soft shadows. Note that you are not generating

More information

Point based Rendering

Point based Rendering Point based Rendering CS535 Daniel Aliaga Current Standards Traditionally, graphics has worked with triangles as the rendering primitive Triangles are really just the lowest common denominator for surfaces

More information

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker CMSC427 Advanced shading getting global illumination by local methods Credit: slides Prof. Zwicker Topics Shadows Environment maps Reflection mapping Irradiance environment maps Ambient occlusion Reflection

More information

The Rasterization Pipeline

The Rasterization Pipeline Lecture 5: The Rasterization Pipeline (and its implementation on GPUs) Computer Graphics CMU 15-462/15-662, Fall 2015 What you know how to do (at this point in the course) y y z x (w, h) z x Position objects

More information

Massive Dataset Visualization

Massive Dataset Visualization Massive Dataset Visualization Aiichiro Nakano Collaboratory for Advanced Computing & Simulations Dept. of Computer Science, Dept. of Physics & Astronomy, Dept. of Chemical Engineering & Materials Science,

More information

Windowing System on a 3D Pipeline. February 2005

Windowing System on a 3D Pipeline. February 2005 Windowing System on a 3D Pipeline February 2005 Agenda 1.Overview of the 3D pipeline 2.NVIDIA software overview 3.Strengths and challenges with using the 3D pipeline GeForce 6800 220M Transistors April

More information

GUERRILLA DEVELOP CONFERENCE JULY 07 BRIGHTON

GUERRILLA DEVELOP CONFERENCE JULY 07 BRIGHTON Deferred Rendering in Killzone 2 Michal Valient Senior Programmer, Guerrilla Talk Outline Forward & Deferred Rendering Overview G-Buffer Layout Shader Creation Deferred Rendering in Detail Rendering Passes

More information

Parallelizing Graphics Pipeline Execution (+ Basics of Characterizing a Rendering Workload)

Parallelizing Graphics Pipeline Execution (+ Basics of Characterizing a Rendering Workload) Lecture 2: Parallelizing Graphics Pipeline Execution (+ Basics of Characterizing a Rendering Workload) Visual Computing Systems Today Finishing up from last time Brief discussion of graphics workload metrics

More information

Lecture 9: Deferred Shading. Visual Computing Systems CMU , Fall 2013

Lecture 9: Deferred Shading. Visual Computing Systems CMU , Fall 2013 Lecture 9: Deferred Shading Visual Computing Systems The course so far The real-time graphics pipeline abstraction Principle graphics abstractions Algorithms and modern high performance implementations

More information

CS452/552; EE465/505. Clipping & Scan Conversion

CS452/552; EE465/505. Clipping & Scan Conversion CS452/552; EE465/505 Clipping & Scan Conversion 3-31 15 Outline! From Geometry to Pixels: Overview Clipping (continued) Scan conversion Read: Angel, Chapter 8, 8.1-8.9 Project#1 due: this week Lab4 due:

More information

TSBK03 Screen-Space Ambient Occlusion

TSBK03 Screen-Space Ambient Occlusion TSBK03 Screen-Space Ambient Occlusion Joakim Gebart, Jimmy Liikala December 15, 2013 Contents 1 Abstract 1 2 History 2 2.1 Crysis method..................................... 2 3 Chosen method 2 3.1 Algorithm

More information

Universiteit Leiden Computer Science

Universiteit Leiden Computer Science Universiteit Leiden Computer Science Optimizing octree updates for visibility determination on dynamic scenes Name: Hans Wortel Student-no: 0607940 Date: 28/07/2011 1st supervisor: Dr. Michael Lew 2nd

More information

MSAA- Based Coarse Shading

MSAA- Based Coarse Shading MSAA- Based Coarse Shading for Power- Efficient Rendering on High Pixel- Density Displays Pavlos Mavridis Georgios Papaioannou Department of Informatics, Athens University of Economics & Business Motivation

More information

Image-Based Rendering. Johns Hopkins Department of Computer Science Course : Rendering Techniques, Professor: Jonathan Cohen

Image-Based Rendering. Johns Hopkins Department of Computer Science Course : Rendering Techniques, Professor: Jonathan Cohen Image-Based Rendering Image-Based Rendering What is it? Still a difficult question to answer Uses images (photometric( info) as key component of model representation What s Good about IBR Model acquisition

More information

Direct Rendering of Trimmed NURBS Surfaces

Direct Rendering of Trimmed NURBS Surfaces Direct Rendering of Trimmed NURBS Surfaces Hardware Graphics Pipeline 2/ 81 Hardware Graphics Pipeline GPU Video Memory CPU Vertex Processor Raster Unit Fragment Processor Render Target Screen Extended

More information

Motivation. Culling Don t draw what you can t see! What can t we see? Low-level Culling

Motivation. Culling Don t draw what you can t see! What can t we see? Low-level Culling Motivation Culling Don t draw what you can t see! Thomas Larsson Mälardalen University April 7, 2016 Image correctness Rendering speed One day we will have enough processing power!? Goals of real-time

More information

Pipeline Operations. CS 4620 Lecture 10

Pipeline Operations. CS 4620 Lecture 10 Pipeline Operations CS 4620 Lecture 10 2008 Steve Marschner 1 Hidden surface elimination Goal is to figure out which color to make the pixels based on what s in front of what. Hidden surface elimination

More information

Screen Space Ambient Occlusion TSBK03: Advanced Game Programming

Screen Space Ambient Occlusion TSBK03: Advanced Game Programming Screen Space Ambient Occlusion TSBK03: Advanced Game Programming August Nam-Ki Ek, Oscar Johnson and Ramin Assadi March 5, 2015 This project report discusses our approach of implementing Screen Space Ambient

More information

Rendering Grass with Instancing in DirectX* 10

Rendering Grass with Instancing in DirectX* 10 Rendering Grass with Instancing in DirectX* 10 By Anu Kalra Because of the geometric complexity, rendering realistic grass in real-time is difficult, especially on consumer graphics hardware. This article

More information

Non-Linearly Quantized Moment Shadow Maps

Non-Linearly Quantized Moment Shadow Maps Non-Linearly Quantized Moment Shadow Maps Christoph Peters 2017-07-30 High-Performance Graphics 2017 These slides include presenter s notes for your convenience. 1 In this presentation we discuss non-linearly

More information

Here s the general problem we want to solve efficiently: Given a light and a set of pixels in view space, resolve occlusion between each pixel and

Here s the general problem we want to solve efficiently: Given a light and a set of pixels in view space, resolve occlusion between each pixel and 1 Here s the general problem we want to solve efficiently: Given a light and a set of pixels in view space, resolve occlusion between each pixel and the light. 2 To visualize this problem, consider the

More information

Course Recap + 3D Graphics on Mobile GPUs

Course Recap + 3D Graphics on Mobile GPUs Lecture 18: Course Recap + 3D Graphics on Mobile GPUs Interactive Computer Graphics Q. What is a big concern in mobile computing? A. Power Two reasons to save power Run at higher performance for a fixed

More information

PROFESSIONAL VR: AN UPDATE. Robert Menzel, Ingo Esser GTC 2018, March

PROFESSIONAL VR: AN UPDATE. Robert Menzel, Ingo Esser GTC 2018, March PROFESSIONAL VR: AN UPDATE Robert Menzel, Ingo Esser GTC 2018, March 26 2018 NVIDIA VRWORKS Comprehensive SDK for VR Developers GRAPHICS HEADSET TOUCH & PHYSICS AUDIO PROFESSIONAL VIDEO 2 NVIDIA VRWORKS

More information

EECS 487: Interactive Computer Graphics

EECS 487: Interactive Computer Graphics Shadow Mapping EECS 487: Interactive Computer Graphics Lecture 32: Interactive Visual Effects Shadow Map Ambient Occlusion A point is lit if it is visible from the light source similar to visible surface

More information

8/5/2012. Introduction. Transparency. Anti-Aliasing. Applications. Conclusions. Introduction

8/5/2012. Introduction. Transparency. Anti-Aliasing. Applications. Conclusions. Introduction Introduction Transparency effects and applications Anti-Aliasing impact in the final image Why combine Transparency with Anti-Aliasing? Marilena Maule João Comba Rafael Torchelsen Rui Bastos UFRGS UFRGS

More information

Advanced Shading I: Shadow Rasterization Techniques

Advanced Shading I: Shadow Rasterization Techniques Advanced Shading I: Shadow Rasterization Techniques Shadow Terminology umbra: light totally blocked penumbra: light partially blocked occluder: object blocking light Shadow Terminology umbra: light totally

More information

Enhancing Traditional Rasterization Graphics with Ray Tracing. March 2015

Enhancing Traditional Rasterization Graphics with Ray Tracing. March 2015 Enhancing Traditional Rasterization Graphics with Ray Tracing March 2015 Introductions James Rumble Developer Technology Engineer Ray Tracing Support Justin DeCell Software Design Engineer Ray Tracing

More information

Acknowledgement: Images and many slides from presentations by Mark J. Kilgard and other Nvidia folks, from slides on developer.nvidia.

Acknowledgement: Images and many slides from presentations by Mark J. Kilgard and other Nvidia folks, from slides on developer.nvidia. Shadows Acknowledgement: Images and many slides from presentations by Mark J. Kilgard and other Nvidia folks, from slides on developer.nvidia.com Practical & Robust Stenciled Shadow Volumes for Hardware-Accelerated

More information

Hello, Thanks for the introduction

Hello, Thanks for the introduction Hello, Thanks for the introduction 1 In this paper we suggest an efficient data-structure for precomputed shadows from point light or directional light-sources. Because, in fact, after more than four decades

More information

Lecture 13: Reyes Architecture and Implementation. Kayvon Fatahalian CMU : Graphics and Imaging Architectures (Fall 2011)

Lecture 13: Reyes Architecture and Implementation. Kayvon Fatahalian CMU : Graphics and Imaging Architectures (Fall 2011) Lecture 13: Reyes Architecture and Implementation Kayvon Fatahalian CMU 15-869: Graphics and Imaging Architectures (Fall 2011) A gallery of images rendered using Reyes Image credit: Lucasfilm (Adventures

More information

The Light Field and Image-Based Rendering

The Light Field and Image-Based Rendering Lecture 11: The Light Field and Image-Based Rendering Visual Computing Systems Demo (movie) Royal Palace: Madrid, Spain Image-based rendering (IBR) So far in course: rendering = synthesizing an image from

More information

Rasterization Overview

Rasterization Overview Rendering Overview The process of generating an image given a virtual camera objects light sources Various techniques rasterization (topic of this course) raytracing (topic of the course Advanced Computer

More information

Image-Based Rendering. Johns Hopkins Department of Computer Science Course : Rendering Techniques, Professor: Jonathan Cohen

Image-Based Rendering. Johns Hopkins Department of Computer Science Course : Rendering Techniques, Professor: Jonathan Cohen Image-Based Rendering Image-Based Rendering What is it? Still a difficult question to answer Uses images (photometric( info) as key component of model representation What s Good about IBR Model acquisition

More information

Hierarchical surface fragments *

Hierarchical surface fragments * Hierarchical surface fragments * HUA Wei**, BAO Hujun, PENG Qunsheng (State Key Laboratory of CAD & CG, Zhejiang University, Hangzhou 310027, China) Abstract A new compact level-of-detail representation,

More information

An Image-space Approach to Interactive Point Cloud Rendering Including Shadows and Transparency

An Image-space Approach to Interactive Point Cloud Rendering Including Shadows and Transparency An Image-space Approach to Interactive Point Cloud Rendering Including Shadows and Transparency Petar Dobrev 1 Paul Rosenthal 1,2 Lars Linsen 1 1 Jacobs University, Bremen, Germany {p.dobrev, l.linsen}@jacobs-university.de

More information

Image-Based Rendering. Image-Based Rendering

Image-Based Rendering. Image-Based Rendering Image-Based Rendering Image-Based Rendering What is it? Still a difficult question to answer Uses images (photometric info) as key component of model representation 1 What s Good about IBR Model acquisition

More information

Streaming Massive Environments From Zero to 200MPH

Streaming Massive Environments From Zero to 200MPH FORZA MOTORSPORT From Zero to 200MPH Chris Tector (Software Architect Turn 10 Studios) Turn 10 Internal studio at Microsoft Game Studios - we make Forza Motorsport Around 70 full time staff 2 Why am I

More information

Game Programming Lab 25th April 2016 Team 7: Luca Ardüser, Benjamin Bürgisser, Rastislav Starkov

Game Programming Lab 25th April 2016 Team 7: Luca Ardüser, Benjamin Bürgisser, Rastislav Starkov Game Programming Lab 25th April 2016 Team 7: Luca Ardüser, Benjamin Bürgisser, Rastislav Starkov Interim Report 1. Development Stage Currently, Team 7 has fully implemented functional minimum and nearly

More information

CS559: Computer Graphics. Lecture 12: Antialiasing & Visibility Li Zhang Spring 2008

CS559: Computer Graphics. Lecture 12: Antialiasing & Visibility Li Zhang Spring 2008 CS559: Computer Graphics Lecture 12: Antialiasing & Visibility Li Zhang Spring 2008 Antialising Today Hidden Surface Removal Reading: Shirley ch 3.7 8 OpenGL ch 1 Last time A 2 (x 0 y 0 ) (x 1 y 1 ) P

More information

Shadow Techniques. Sim Dietrich NVIDIA Corporation

Shadow Techniques. Sim Dietrich NVIDIA Corporation Shadow Techniques Sim Dietrich NVIDIA Corporation sim.dietrich@nvidia.com Lighting & Shadows The shadowing solution you choose can greatly influence the engine decisions you make This talk will outline

More information

CS427 Multicore Architecture and Parallel Computing

CS427 Multicore Architecture and Parallel Computing CS427 Multicore Architecture and Parallel Computing Lecture 6 GPU Architecture Li Jiang 2014/10/9 1 GPU Scaling A quiet revolution and potential build-up Calculation: 936 GFLOPS vs. 102 GFLOPS Memory Bandwidth:

More information

Software Occlusion Culling

Software Occlusion Culling Software Occlusion Culling Abstract This article details an algorithm and associated sample code for software occlusion culling which is available for download. The technique divides scene objects into

More information

Potree: Rendering Large Point Clouds in Web Browsers

Potree: Rendering Large Point Clouds in Web Browsers Potree: Rendering Large Point Clouds in Web Browsers DIPLOMA THESIS submitted in partial fulfillment of the requirements for the degree of Diplom-Ingenieur in Visual Computing by Markus Schuetz Registration

More information

Octree-Based Sparse Voxelization for Real-Time Global Illumination. Cyril Crassin NVIDIA Research

Octree-Based Sparse Voxelization for Real-Time Global Illumination. Cyril Crassin NVIDIA Research Octree-Based Sparse Voxelization for Real-Time Global Illumination Cyril Crassin NVIDIA Research Voxel representations Crane et al. (NVIDIA) 2007 Allard et al. 2010 Christensen and Batali (Pixar) 2004

More information

Computergrafik. Matthias Zwicker. Herbst 2010

Computergrafik. Matthias Zwicker. Herbst 2010 Computergrafik Matthias Zwicker Universität Bern Herbst 2010 Today Bump mapping Shadows Shadow mapping Shadow mapping in OpenGL Bump mapping Surface detail is often the result of small perturbations in

More information

Multi-View Stereo for Static and Dynamic Scenes

Multi-View Stereo for Static and Dynamic Scenes Multi-View Stereo for Static and Dynamic Scenes Wolfgang Burgard Jan 6, 2010 Main references Yasutaka Furukawa and Jean Ponce, Accurate, Dense and Robust Multi-View Stereopsis, 2007 C.L. Zitnick, S.B.

More information

S U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T

S U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T S U N G - E U I YO O N, K A I S T R E N D E R I N G F R E E LY A VA I L A B L E O N T H E I N T E R N E T Copyright 2018 Sung-eui Yoon, KAIST freely available on the internet http://sglab.kaist.ac.kr/~sungeui/render

More information

Rendering Smoke & Clouds

Rendering Smoke & Clouds Rendering Smoke & Clouds Game Design Seminar 2007 Jürgen Treml Talk Overview 1. Introduction to Clouds 2. Virtual Clouds based on physical Models 1. Generating Clouds 2. Rendering Clouds using Volume Rendering

More information

VEGETATION STUDIO FEATURES

VEGETATION STUDIO FEATURES VEGETATION STUDIO FEATURES We are happy to introduce Vegetation Studio, coming to Unity Asset Store this fall. Vegetation Studio is a vegetation placement and rendering system designed to replace the standard

More information

Computer Graphics. Shadows

Computer Graphics. Shadows Computer Graphics Lecture 10 Shadows Taku Komura Today Shadows Overview Projective shadows Shadow texture Shadow volume Shadow map Soft shadows Why Shadows? Shadows tell us about the relative locations

More information

VAO++: Practical Volumetric Ambient Occlusion for Games

VAO++: Practical Volumetric Ambient Occlusion for Games VAO++: Practical Volumetric Ambient Occlusion for Games Jakub Bokšanský, Adam Pospíšil (Project Wilberforce) Jiří Bittner (CTU in Prague) EGSR 19.6.2017 Motivation Focus on performance (highly optimized

More information

GoForce 3D: Coming to a Pixel Near You

GoForce 3D: Coming to a Pixel Near You GoForce 3D: Coming to a Pixel Near You CEDEC 2004 NVIDIA Actively Developing Handheld Solutions Exciting and Growing Market Fully Committed to developing World Class graphics products for the mobile Already

More information

Spring 2009 Prof. Hyesoon Kim

Spring 2009 Prof. Hyesoon Kim Spring 2009 Prof. Hyesoon Kim Application Geometry Rasterizer CPU Each stage cane be also pipelined The slowest of the pipeline stage determines the rendering speed. Frames per second (fps) Executes on

More information

CSE 167: Introduction to Computer Graphics Lecture #18: More Effects. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016

CSE 167: Introduction to Computer Graphics Lecture #18: More Effects. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016 CSE 167: Introduction to Computer Graphics Lecture #18: More Effects Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2016 Announcements TA evaluations CAPE Final project blog

More information

Parallelizing Graphics Pipeline Execution (+ Basics of Characterizing a Rendering Workload)

Parallelizing Graphics Pipeline Execution (+ Basics of Characterizing a Rendering Workload) Lecture 2: Parallelizing Graphics Pipeline Execution (+ Basics of Characterizing a Rendering Workload) Visual Computing Systems Analyzing a 3D Graphics Workload Where is most of the work done? Memory Vertex

More information

Pipeline Operations. CS 4620 Lecture 14

Pipeline Operations. CS 4620 Lecture 14 Pipeline Operations CS 4620 Lecture 14 2014 Steve Marschner 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives

More information

First Steps in Hardware Two-Level Volume Rendering

First Steps in Hardware Two-Level Volume Rendering First Steps in Hardware Two-Level Volume Rendering Markus Hadwiger, Helwig Hauser Abstract We describe first steps toward implementing two-level volume rendering (abbreviated as 2lVR) on consumer PC graphics

More information

Accelerating Realism with the (NVIDIA Scene Graph)

Accelerating Realism with the (NVIDIA Scene Graph) Accelerating Realism with the (NVIDIA Scene Graph) Holger Kunz Manager, Workstation Middleware Development Phillip Miller Director, Workstation Middleware Product Management NVIDIA application acceleration

More information

CSE 167: Introduction to Computer Graphics Lecture #5: Rasterization. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015

CSE 167: Introduction to Computer Graphics Lecture #5: Rasterization. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015 CSE 167: Introduction to Computer Graphics Lecture #5: Rasterization Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2015 Announcements Project 2 due tomorrow at 2pm Grading window

More information

Graphics Processing Unit Architecture (GPU Arch)

Graphics Processing Unit Architecture (GPU Arch) Graphics Processing Unit Architecture (GPU Arch) With a focus on NVIDIA GeForce 6800 GPU 1 What is a GPU From Wikipedia : A specialized processor efficient at manipulating and displaying computer graphics

More information

Volume Illumination, Contouring

Volume Illumination, Contouring Volume Illumination, Contouring Computer Animation and Visualisation Lecture 0 tkomura@inf.ed.ac.uk Institute for Perception, Action & Behaviour School of Informatics Contouring Scaler Data Overview -

More information

Parallel Triangle Rendering on a Modern GPU

Parallel Triangle Rendering on a Modern GPU Lecture 27: Parallel Triangle Rendering on a Modern GPU Parallel Computer Architecture and Programming CMU 15-418/15-618, Spring 2015 Let s draw a triangle on the screen Question 1: what pixels does the

More information

BCC Comet Generator Source XY Source Z Destination XY Destination Z Completion Time

BCC Comet Generator Source XY Source Z Destination XY Destination Z Completion Time BCC Comet Generator Comet creates an auto-animated comet that streaks across the screen. The comet is compromised of particles whose sizes, shapes, and colors can be adjusted. You can also set the length

More information

3D Computer Games Technology and History. Markus Hadwiger VRVis Research Center

3D Computer Games Technology and History. Markus Hadwiger VRVis Research Center 3D Computer Games Technology and History VRVis Research Center Lecture Outline Overview of the last ten years A look at seminal 3D computer games Most important techniques employed Graphics research and

More information

Surface Reconstruction. Gianpaolo Palma

Surface Reconstruction. Gianpaolo Palma Surface Reconstruction Gianpaolo Palma Surface reconstruction Input Point cloud With or without normals Examples: multi-view stereo, union of range scan vertices Range scans Each scan is a triangular mesh

More information

Rendering. Converting a 3D scene to a 2D image. Camera. Light. Rendering. View Plane

Rendering. Converting a 3D scene to a 2D image. Camera. Light. Rendering. View Plane Rendering Pipeline Rendering Converting a 3D scene to a 2D image Rendering Light Camera 3D Model View Plane Rendering Converting a 3D scene to a 2D image Basic rendering tasks: Modeling: creating the world

More information

Voxel Cone Tracing and Sparse Voxel Octree for Real-time Global Illumination. Cyril Crassin NVIDIA Research

Voxel Cone Tracing and Sparse Voxel Octree for Real-time Global Illumination. Cyril Crassin NVIDIA Research Voxel Cone Tracing and Sparse Voxel Octree for Real-time Global Illumination Cyril Crassin NVIDIA Research Global Illumination Indirect effects Important for realistic image synthesis Direct lighting Direct+Indirect

More information

Lecture 17: Shadows. Projects. Why Shadows? Shadows. Using the Shadow Map. Shadow Maps. Proposals due today. I will mail out comments

Lecture 17: Shadows. Projects. Why Shadows? Shadows. Using the Shadow Map. Shadow Maps. Proposals due today. I will mail out comments Projects Lecture 17: Shadows Proposals due today I will mail out comments Fall 2004 Kavita Bala Computer Science Cornell University Grading HW 1: will email comments asap Why Shadows? Crucial for spatial

More information

Real-Time Hair Simulation and Rendering on the GPU. Louis Bavoil

Real-Time Hair Simulation and Rendering on the GPU. Louis Bavoil Real-Time Hair Simulation and Rendering on the GPU Sarah Tariq Louis Bavoil Results 166 simulated strands 0.99 Million triangles Stationary: 64 fps Moving: 41 fps 8800GTX, 1920x1200, 8XMSAA Results 166

More information

3-Dimensional Object Modeling with Mesh Simplification Based Resolution Adjustment

3-Dimensional Object Modeling with Mesh Simplification Based Resolution Adjustment 3-Dimensional Object Modeling with Mesh Simplification Based Resolution Adjustment Özgür ULUCAY Sarp ERTÜRK University of Kocaeli Electronics & Communication Engineering Department 41040 Izmit, Kocaeli

More information

CSE 167: Lecture #5: Rasterization. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012

CSE 167: Lecture #5: Rasterization. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 CSE 167: Introduction to Computer Graphics Lecture #5: Rasterization Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Announcements Homework project #2 due this Friday, October

More information

Shadow Algorithms. CSE 781 Winter Han-Wei Shen

Shadow Algorithms. CSE 781 Winter Han-Wei Shen Shadow Algorithms CSE 781 Winter 2010 Han-Wei Shen Why Shadows? Makes 3D Graphics more believable Provides additional cues for the shapes and relative positions of objects in 3D What is shadow? Shadow:

More information

Sparkling Effect. February 2007 WP _v01

Sparkling Effect. February 2007 WP _v01 White Paper Sparkling Effect February 2007 WP-03021-001_v01 White Paper Document Change History Version Date Responsible Reason for Change _v01 TL, TS Initial release Go to sdkfeedback@nvidia.com to provide

More information

Computing 3D Geometry Directly From Range Images

Computing 3D Geometry Directly From Range Images Computing 3D Geometry Directly From Range Images Sarah F. Frisken and Ronald N. Perry Mitsubishi Electric Research Laboratories Geometry from Range Data A Classic Approach Subject Range images Range surfaces

More information

Working with Metal Overview

Working with Metal Overview Graphics and Games #WWDC14 Working with Metal Overview Session 603 Jeremy Sandmel GPU Software 2014 Apple Inc. All rights reserved. Redistribution or public display not permitted without written permission

More information

Applications of Explicit Early-Z Culling

Applications of Explicit Early-Z Culling Applications of Explicit Early-Z Culling Jason L. Mitchell ATI Research Pedro V. Sander ATI Research Introduction In past years, in the SIGGRAPH Real-Time Shading course, we have covered the details of

More information

3D Rendering Pipeline

3D Rendering Pipeline 3D Rendering Pipeline Reference: Real-Time Rendering 3 rd Edition Chapters 2 4 OpenGL SuperBible 6 th Edition Overview Rendering Pipeline Modern CG Inside a Desktop Architecture Shaders Tool Stage Asset

More information

Spring 2011 Prof. Hyesoon Kim

Spring 2011 Prof. Hyesoon Kim Spring 2011 Prof. Hyesoon Kim Application Geometry Rasterizer CPU Each stage cane be also pipelined The slowest of the pipeline stage determines the rendering speed. Frames per second (fps) Executes on

More information

Simpler Soft Shadow Mapping Lee Salzman September 20, 2007

Simpler Soft Shadow Mapping Lee Salzman September 20, 2007 Simpler Soft Shadow Mapping Lee Salzman September 20, 2007 Lightmaps, as do other precomputed lighting methods, provide an efficient and pleasing solution for lighting and shadowing of relatively static

More information

Computer Graphics Shadow Algorithms

Computer Graphics Shadow Algorithms Computer Graphics Shadow Algorithms Computer Graphics Computer Science Department University of Freiburg WS 11 Outline introduction projection shadows shadow maps shadow volumes conclusion Motivation shadows

More information

Scalable multi-gpu cloud raytracing with OpenGL

Scalable multi-gpu cloud raytracing with OpenGL Scalable multi-gpu cloud raytracing with OpenGL University of Žilina Digital technologies 2014, Žilina, Slovakia Overview Goals Rendering distant details in visualizations Raytracing Multi-GPU programming

More information

Persistent Background Effects for Realtime Applications Greg Lane, April 2009

Persistent Background Effects for Realtime Applications Greg Lane, April 2009 Persistent Background Effects for Realtime Applications Greg Lane, April 2009 0. Abstract This paper outlines the general use of the GPU interface defined in shader languages, for the design of large-scale

More information