View-Dependent Texture Atlases (EG 2010)

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View-Dependent Texture Atlases (EG 2010)

  1. 1. Interactive Rendering To View-Dependent Texture-Atlases<br />Matthias Trapp & Jürgen DöllnerHasso-Plattner-Institut, University of Potsdam, Germany<br />
  2. 2. Introduction & Problem Statement<br />image-based representation of 3d shapes:<br />Saito & Takahashi, 1990<br />derived using render-to-texture (RTT)<br />(scene = texture) vs. (object = texture)<br />numerous applications:<br />post-processing effects,<br />image-based occlusion management,<br />client-server applications<br />problems for (object = texture) :<br />multiple objects results in multiple textures<br />underutilized texturesfor objects not covering complete viewport<br />2<br />Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases<br />
  3. 3. View-Dependent Texture-Atlas<br />3<br />Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases<br /><ul><li>main idea:</li></ul>re-compute texture-atlas parameterization & packing per frame<br />based on the projected 3Dshape approximations<br /><ul><li>contributions:
  4. 4. reduced memory footprint and texture management
  5. 5. applicable in a single rendering pass for static meshes
  6. 6. suitable for real-time rendering</li></li></ul><li>How Does it Work? – In a Nutshell…<br />4<br />Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases<br />
  7. 7. Conceptual Overview<br />5<br />Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases<br />
  8. 8. Parameterization & Packaging<br />6<br />Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases<br />1+2<br />3+4<br />screen space<br />texture space<br />sorted bounding boxes<br />re-compute atlas layout per-frameon CPU<br />project3D boundary representations<br />clipprojected coordinates and sort rectangles<br /> perform rectangular packing on CPU [Igarashi, 2001]<br /> compute transformation for screen-space vertex displacement<br />
  9. 9. Screen Space Vertex Displacement<br />concept introduced by Camera Textures [Spindler et al. 2006]<br />applied per-primitive using geometry shaders<br />fetch transformation using object ID<br />from: original screen space position<br />to: texture atlas position<br />Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases<br />7<br />
  10. 10. Render-To-Texture Atlas <br />8<br />Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases<br />
  11. 11. Results & Discussion<br />small number of objects: RTT is faster, but low TA utilization<br />lower setup cost for high number of objects<br />TA resolution should be multiples of screen resolutions<br />implementation is not transform-bound<br />9<br />Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases<br />
  12. 12. Wrap-Up & Conclusions<br />concept of view-dependent texture atlases<br />optimization for render-to-texture applications<br />single-pass creation using:<br />layered rendering<br />screen-space vertex displacement<br />trade-offs:<br />#of objects vs. frames-per-seconds<br />TA utilization vs. bounding approximation<br />future work:<br />evaluate different shape approximation<br />GPU based TA packaging strategies<br />10<br />Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases<br />
  13. 13. Thank you for your attention…<br />contact:<br />Matthias Trappmatthias.trapp@hpi.uni-potsdam.de<br />JürgenDöllner<br />juergen.doellner@hpi.uni-potsdam.de<br />Computer Graphics Systems GroupProf. Dr. JürgenDöllnerwww.hpi.uni-potsdam.de/3d<br />Researchgroup 3D-Geoinformationwww.3dgi.de<br />11<br />Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases<br />

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