Some Thoughts on Visibility

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Transcription:

Some Thoughts on Visibility Frédo Durand MIT Lab for Computer Science

Visibility is hot! 4 papers at Siggraph 4 papers at the EG rendering workshop A wonderful dedicated workshop in Corsica! A big industrial interest game engines CAD display walkthroughs of huge scenes shadows

Plan A multidisciplinary survey on visibility Contributions of my thesis Some thoughts

A multidisciplinary survey Problems Classification Methods

Fields computer graphics computer vision robotics computational geometry

Computer graphics Hidden-surface removal Shadows Occlusion culling Radiosity Ray-tracing Image-based rendering and modeling Good viewpoint selection

Computer vision Model-based object recognition Contour intersection Sensor placement for known geometry Object exploration/scanning

Robotics Motion planning Pursuit-evasion Self localization

Computational geometry Hidden-surface removal Ray-shooting Lines in space Art galleries 2D visibility graph construction 2D visibility graph characterisation

Classification Object space Image space Viewpoint space Line space

Object space Space partition Path planning Visual hull Shadow volume, beams Shafts Portals umbra penumbra Limits of shadows of area light sources source

Image space Advanced z-buffer shadow maps, item buffer, light buffer, hemicube occluder footprints Hierarchical z-buffer Soft shadow with convolution Epipolar rendering Shadow coherence in image space Volumetric projections blocker object viewpoint

Viewpoint space Aspect graph À la aspect graph methods localization,pursuit, discontinuity meshing Viewpoint optimization Frame to frame coherence

Line space Line space partition Graphs in line space Plücker coordinates Stochastic approaches

Conclusions Many efficient method Little understanding In practice, sampling rules

Thesis Visibility Skeleton Visibility Driven Hierarchical Radiosity 3D Visibility Complex Extended projections

Visibility Skeleton Goal Global visibility structure views limits of shadows appearance of objects mutual visibility Characterise the changes in visibility where? how?

Visual event Appearance-disappearance of objects (qualitative change of a view) 1 2 e v 3

Visual event Appearance-disappearance of objects (qualitative change of a view) «Wedge» defined by a vertex and an edge Type EV e v

Visual event Appearance-disappearance of objects Limits of umbra e v

Critical and Extremal stabbing line 1D set of lines going through e and v (1 degree of freedom) Extremity: extremal stabbing line (VV) (0 degree of freedom) v e v v"

Visibility skeleton e v Q P Visual event ev Arc of the skeleton

Visibility skeleton e v Q P P Visual event ev Q Arc of the skeleton Array indexed by the polygons Search tree

Discussion General structure of global visibility Simple and local on-demand construction Future work issues robustness (partial treatment) complexity: scalability (quadratic growth is unacceptable)

Use of the skeleton for illumination Exact computation of form-factors point-polygon Discontinuity meshing scene subdivision along shadow boundaries also for indirect lighting Refinement criterion perceptual metric error estimation

Results 492 polygons : 10 minutes 23 seconds

Results With skeleton: 11 minutes 10 seconds

Discussion + Precise and rapid + High quality + Difficult configurations + Simple and efficient criterion - Memory cost - Robustness - Scalability

Visibility complex Goals Framework to describe visibility Characterise coherence Origin of the visibility skeleton

Visibility complex Group rays which see the same objects

Tangents The objects seen by a ray changes at the tangents

Classification of lines In 4D line space Tangent

Classification of lines Line intersecting an object Line intersecting two objects

Maximal free segments 1 line = many segments separated by intersections Same point in 4D space

Visibility complex

Visibility Complex Defined for polygons and curved objects singularity theory for concave objects Size :? (n) and O(n 4 ) Probabilistic analysis: O(n 2,67 ) Construction algorithm O(k+n 3 log n) where k is the size Interpretation views, shadow limits, aspect graph Moving objects

Discussion + Natural framework for visibility - unsatisfying complexity of the construction - Hard to implement robustness problems tedious 4D adjacencies + Has permitted the development of the skeleton + Probabilistic analysis

Occlusion preprocess Goals Display of large scenes Rapid elimination of hidden objects Preprocess determination of objects invisible from a volume conservative computation

On-line occlusion culling [Greene 93, Zhang et al. 97] Projection from a point overlap and depth test object blocker viewpoint

Extended projections Projection from a point volume Overlap and depth test object blocker cell

Blocker fusion Test of the object the occlusion due to the combination of A and B is treated object A B cell

Occlusion sweep Initial projection plane

Occlusion sweep Re-projection Projection of new blockers

Occlusion sweep Re-projection Projection of new blockers

Occlusion sweep Re-projection Projection of new blockers

Discussion - More remaining objects than on-linemethods - No moving blockers + Blocker fusion + No cost at display time + Prediction capability scenes which do not fit into main memory pre-fetching (network, disk)

Discussion Software-based online occlusion-culling is dead but research on point-based occlusion-culling is not!! Occluder generation/simplification Semi quantitative methods

Some thoughts with a personal huge bias for graphics

Misc The step from 2D to 3D is high 2 1/2D is useful Worst case analysis is useless (or at least not enough) A lot of old problems come back!

The situation Modern graphics hardware is amazing Sampling rules But still, visibility is not solved in these conditions

3D models Polygons become incredibly tiny Models are messy Other primitives arrive splines, nurbs subdivision surfaces points, IBR

Different types of scenes CAD/CAM one big localized object Walkthroughs: large extent Cities: 2.5 D polygonal soup We need to caracterize scenes!

Scalability, multiresolution Simplification (bottom up) Geometry alone fails, we need transparency Perceptual issues Criteria What the hell do we want to do????

Robustness Geometric algorithms are often fragile Analytical calculations are not the answer We need to treat degeneracies as such For this, we need to detect them This can be related to scalability: scale drives?

Dynamic scenes A problem for 30 years In practice, everything restarts from scratch How can this be compatible with sampling? Complete set of visual events too costly We sort of have the analytical tools Very frustrating!

To summarize Scene Scalability Robustness Dynamic scenes

Pilosophical conclusions??s?ß???t??s??eat! Multidisciplinary Brute force approaches are powerful But they are not powerful enough So, visibility research is useful!

Thank you