A million pixels, a million polygons: which is heavier?

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A million pixels, a million polygons: which is heavier? François X. Sillion To cite this version: François X. Sillion. A million pixels, a million polygons: which is heavier?. Eurographics 97, Sep 1997, Budapest, Hungary. Blackwell, 1997. <inria-00510091> HAL Id: inria-00510091 https://hal.inria.fr/inria-00510091 Submitted on 17 Aug 2010 HAL is a multi-disciplinary open access archive for the deposit and dissemination of scientific research documents, whether they are published or not. The documents may come from teaching and research institutions in France or abroad, or from public or private research centers. L archive ouverte pluridisciplinaire HAL, est destinée au dépôt et à la diffusion de documents scientifiques de niveau recherche, publiés ou non, émanant des établissements d enseignement et de recherche français ou étrangers, des laboratoires publics ou privés.

A million pixels, a million polygons. Which is heavier? François X. Sillion imagis* Grenoble, France *A joint research project of CNRS, INRIA, INPG and UJF MAGIS

Why this question? Evolution of processing power and architectures New applications, demands and markets Giant databases (digital mock up) virtual reality, games... Image-based graphics: current state and trends potentialities

A million polygons

Who needs a million polygons? Assemblies of CAD models Integrated design/manufacturing Digital mock-ups

A million pixels

Rendering in Computer Graphics Models for 3D geometry, light reflection Global illumination simulation Real-time rendering All of these requirements present difficult challenges!

Subtle illumination effects

Real-time rendering for dynamic scenes

Image-based rendering (IBR) Avoid expensive/difficult 3D model Start from a set of images Manipulate pixels to create new image With real images, elaborate lighting effects are free QuicktimeVR [Chen95], [Laveau], [McMillan95,97],...

What's an image? array of RGB (α)( ) samples add depth sample add multiple depths, normals... (Layered Depth Image, LDI)

Tour into the picture [Horry 97] Use a single image Manually define simple perspective Manually create layers with selected portions of the image See http://www-syntim.inria.fr/~horry/images/s97slide.html

Layered depth images [Gortler97] See http://www.research.microsoft.com/research/graphics/cohen/sig_97_ibr/index.htm Gather multiple depth samples for each pixel

Layered depth images Reproject all samples in new image no need for depth comparisons splatting technique

Rendering from a million polygons? Transform 1-3M vertices Lighting Texturing Memory bandwidth Raster engine, z-buffering 20 M flop 10 M flop 15 M flop 100 Mb 100 Mb?

Rendering from a million pixels? Transform 1M points (coherence) No lighting No z-buffering Memory bandwith (coherent access) 6 M flop 8 Mb

Rendering performance considerations 3D rendering reaches the consumer market thousands of lit,textured polygons / second. specialized boards require careful design for efficient integration. Image processing subsystems video (analog/digital), texture (games), multimedia extensions

Generating and obtaining IBR models From synthetic images Ray tracing Range images, LDIs, Lumigraphs From real images use panoramic views, vision techniques feature matching (difficult) Lumigraphs (no depth)

Link with vision Image based modeling (IBM...) Use images + parameters avoid WYSIAYG object class information interactive modeling (facade)

IBR = sampling + reconstruction Operate without geometry More complete representations (higher dimensionality) Simplified representations (adding simplified 3D model)

Light field - Lumigraph Levoy, Hanrahan 96 Gortler et al 96 Slide used with permission (M. Levoy, Pat Hanrahan) See http://www-graphics.stanford.edu/projects/lightfield

Light field - Lumigraph sampling Slide used with permission (M. Levoy, Pat Hanrahan)

Impostors Create textured 3D model from images simplified representation rendered as 3D geometry Planar polygons [Maciel95, Schaufler96, Shade96] 3D meshes from range images [Pulli 97, Darsa 97, Sillion 97]

Textured 3D mesh from a range image Pulli 97 Slide used with permission (K. Pulli et al.)

Blending required to combine views without blending (z-buffer) with blending [Pulli 97] Images used with permission (K. Pulli et al.) See http://www.cs.washington.edu/homes/kapu

Principles of our approach: example

Local model (3D objects)

Distant model (3D objects)

Impostor (Textured 3D mesh)

Combined model (local+impostor)

Combined model (local+impostor)

Deforming impostors Talisman [Torborg 96] Talisman Render sprites Layered model Affine transforms [Lengyel97] Impostor transition Slide used with permission (J. Lengyel et al, Microsoft research.) See http://research.microsoft.com/~jedl

Applications for IBR Walkthrough / view synthesis Stereo synthesis Interpolation/extrapolation Latency compensation Frame rate equalization Network transmission Leverage expensive rendering

Polygons Pixels Continuous Modeling Animation Level of detail Discrete Capture Video streams Filtering

Pixels Discrete, regular nature easy to filter: adaptation to user perceptual limitations Work with real images Easy to capture Let nature do the modeling/lighting Work from existing images (historical, legal, forensic applications...) WYSIAYG

Polygons Complete 3D model solid modeling global illumination path planning, assembly checking, collision detection Common denominator for many modeling systems Can be simplified but it's hard to keep the model consistent

Extended notion of image-based models Use both images and 3D data Combine a simplified model with images model can be extracted from images or other information

IBR and availability of 3D models Complete 3D model IBR as graphics subsystem No 3D model QTVR, plenoptic rendering The model is the image(s) Range data available Scanned data is huge: need to simplify

Problems with current algorithms Holes in reconstructed images Image deformation (impostors) Volume of data Sampling/filtering artifacts

Can we expect hardware advances? view interpolator soft z-buffering and blending multiple or view-dependent textures decompression memory bandwith

Limitations of IBR Specularities Lighting/geometry/reflectance changes are hard Computer Vision issues: model building Images may not be available!

Marketability QTVR, panoramic images Image-based modeling Image-based rendering architectures Image caching, impostors Network applications (QoS) Light field

...and now? Simulation of global illumination Visibility calculations View-dependent texture mapping disparity/depth specularity/shading re-lighting Compression of depth values

Computer-augmented reality input panorama Drettakis 97 computed solution

Conclusions IBR offers useful advances leverage cost of high-quality rendering fast extension via specialized subsystem Vision issues limit applicability of pure IBR for real images Use combined 3D models and images Polygons are still useful!

Acknowledgements Yann Argotti, George Drettakis, Frédo Durand, Peter Kipfer, Céline Loscos, Stéphane Moreau, Cyril Soler Michael F. Cohen, Steven Gortler Marc Levoy, Pat Hanrahan, Kari Pulli, Jed Lengyel, Youichi Horry, Ken-ichi Anjyo, Kiyoshi Arai