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Real-time Screen-space Geometry Draping
for 3D Digital Terrain Models
Matthias Trapp, Jürgen Döllner
Hasso Plattner Institute, Faculty of Digital Engineering, University of Potsdam, Germany
23rd International Conference Information Visualisation
2 - 5 July 2019 ● University of Paris 13 ● Paris ● France
Motivation – What is Draping?
03/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 2
Draping Process
Digital Surface/Elevation/Terrain Model: Draping Target (DT) DrapingcResult
Geometry: Draping Source (DS)
Projection of 2D/2.5D geometric features (lines, polygons) onto 2.5D/3D geometry.
Motivation – Draping Applications
In GIS, features = polygonal data representing:
§ Land coverage data
§ Glyphs
§ Transportation networks
04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 3
[Scheider & Klein, 2007]
Motivation – Draping Applications
03/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 4
Golden Gate Bridge, Google Earth, version 7.1.2.2041
Street overlay does not match digital terrain model
Draping: Problem and Challenges
Problem: Different geometric representations:
§ Digital Surface Model (DSM)
§ Digital Elevation Model (DEM)
§ Digital Terrain Model (DTM)
Major challenges:
§ Terrain rendering can rely on Level-of-Detail mechanisms
§ Draping source or target geometry be dynamically
§ Sufficient run-time performance for interaction
04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 5
Mismatch in correspondence and tessellation level
Feature is matching digital elevation model
Feature is matching 3D terrain model
Categorization of Draping Approaches
04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 6
3D DTM Optimal Result Projective Texturing
Stencil-based Shadow Volumes Geometry Draping (Scene)
Texture-based Draping (TBD)
Traditional approach based on projective texturing:
§ 2D texture created from geometry via render-to-texture (possibly multi-resolution)
§ Using texture trees to organize texture data and for Level-of-Detail (LoD) rendering
§ Sufficient for large viewing-distances (flight simulation)
Problems:
§ High memory consumption
§ Pre-computation necessary
§ Not suitable for dynamic DS
04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 7
Dynamic texture tree [Kers]ng & Döllner, 2002]
Stencil-based Draping (SBD)
Feature projection based on Shadow Volumes:
§ GPU-based implementation of draping
§ Resulting appearance of DS are hard to control
04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 8
[Vaaraniemi et al., 2011]
Geometry-based Draping (GBD)
Scene-space approach:
§ CPU-based draping performed in pre-processing step
§ Common problems:
§ Preprocessing is LoD-dependent
§ Possible Z-figh]ng during rasteriza]on
Screen-space approach:
§ Draping based on projected scene geometry
§ Exis]ng approaches are precise but costly (CPU)
[Kers]ng & Döllner, 2002]
[Ohlarik & Cozzi, 2009]
04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 9
Screen-space Geometry Draping Pipeline
04/07/2019 Real-:me Screen-space Geometry Draping for 3D Digital Terrain Models 10
G-Buffer Generation
Geometric information for projecting geometry in image-space:
§ G-Buffer contains: world-space normal and position (z-component only), color
§ Can also be used for deferred shading / stylization and generated in single-rendering pass
G-Buffer
Normal + Z Color
3D Geometry
Rasteriza]on
04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 11
Screen-space Geometry Projection
Approach:
§ Projection computed on a per-vertex basis
§ Binary search for corresponding surface point
§ Parallel implementation using vertex shader
Fitted Geometry Planar Geometry Normal + Z
N
VI
VO
fetch z-value
04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 12
ComposiUng and Display
§ Basically post-processing pass using screen-aligned quad
§ Integra]on of projected geometry using alpha-blending per close-up
§ Subsequent deferred shading/texturing/styliza]on is easily possible
Final Image Projected Geometry Color Texture
04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 13
Evaluation of Run-time Performance
Test Data (DT):
§ Regular grid (793 x 793)
§ 67 330 Ver]ces, 131 072 triangles (indexed)
Test Hardware:
§ NVIDIA GeForce GTX 970 GPU with 4096 MB VRAM
§ Intel Xeon CPU with 2:8 GHz and 12 GB RAM
Test Procedure :
§ DSs of three geometric complexi]es (indexed representa]on)
§ Viewport resolu]on: 1280 x 720
§ Average of 500 rendered frames
#VerKces #Triangels
Frames-per-
Second
2500 4800 310.6
4900 9522 226.3
10000 19602 152.1
04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 14
Extension: Adaptive Tessellation
Multi-pass hardware-accelerated tessellation of DS:
§ Computing geometric error/distance of primitives
§ Determine tessellation levels based on geometric error
§ Abort criteria for tessellation over geometric error
04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 15
Visualization of inner/outer
tessellation levels of OpenGL
tessellation shader API.
Pass 1 Pass 2 Pass 3
Pass 4 Pass 5 Pass 6
Ti
Vi0
Vi1
Vi2
Ni
EiA
dA
Extension: Adaptive Tessellation
04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 16
Possible GPU-based approach:
§ Compute distance variances per-edge for outer tessellation factor
§ Computer distance variances per-face for inner tessellation factor
Visualization of inner/outer
tessellation levels of OpenGL
tessellation shader API.
Extension: Overlapping Geometry
Possible GPU-based approach:
§ Represent geometry image using K-buffer
§ Extend projection algorithm to work with K-Buffer representation
§ Requires z-leveling of input geometry and reference surface normal
3D Terrain Model
Street (z-level: 0)
Street (z-level: 1)
04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 17
Wrap Up
Overview of draping approaches presented
Interactive GPU-based rendering technique:
§ Screen-space approach that supports dynamic draping sources and targets
§ Real-time rendering performance, space for improvements
04/07/2019 Real-:me Screen-space Geometry Draping for 3D Digital Terrain Models 18
Thank you for your Attention
Contact Information:
§ Matthias Trapp
matthias.trapp@hpi.de
§ Jürgen Döllner
juergen.doellner@hpi.de
Computer Graphics System Group www.hpi3d.de

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Real-time Screen-space Geometry Draping for 3D Digital Terrain Models

  • 1. Real-time Screen-space Geometry Draping for 3D Digital Terrain Models Matthias Trapp, Jürgen Döllner Hasso Plattner Institute, Faculty of Digital Engineering, University of Potsdam, Germany 23rd International Conference Information Visualisation 2 - 5 July 2019 ● University of Paris 13 ● Paris ● France
  • 2. Motivation – What is Draping? 03/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 2 Draping Process Digital Surface/Elevation/Terrain Model: Draping Target (DT) DrapingcResult Geometry: Draping Source (DS) Projection of 2D/2.5D geometric features (lines, polygons) onto 2.5D/3D geometry.
  • 3. Motivation – Draping Applications In GIS, features = polygonal data representing: § Land coverage data § Glyphs § Transportation networks 04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 3 [Scheider & Klein, 2007]
  • 4. Motivation – Draping Applications 03/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 4 Golden Gate Bridge, Google Earth, version 7.1.2.2041 Street overlay does not match digital terrain model
  • 5. Draping: Problem and Challenges Problem: Different geometric representations: § Digital Surface Model (DSM) § Digital Elevation Model (DEM) § Digital Terrain Model (DTM) Major challenges: § Terrain rendering can rely on Level-of-Detail mechanisms § Draping source or target geometry be dynamically § Sufficient run-time performance for interaction 04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 5 Mismatch in correspondence and tessellation level Feature is matching digital elevation model Feature is matching 3D terrain model
  • 6. Categorization of Draping Approaches 04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 6 3D DTM Optimal Result Projective Texturing Stencil-based Shadow Volumes Geometry Draping (Scene)
  • 7. Texture-based Draping (TBD) Traditional approach based on projective texturing: § 2D texture created from geometry via render-to-texture (possibly multi-resolution) § Using texture trees to organize texture data and for Level-of-Detail (LoD) rendering § Sufficient for large viewing-distances (flight simulation) Problems: § High memory consumption § Pre-computation necessary § Not suitable for dynamic DS 04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 7 Dynamic texture tree [Kers]ng & Döllner, 2002]
  • 8. Stencil-based Draping (SBD) Feature projection based on Shadow Volumes: § GPU-based implementation of draping § Resulting appearance of DS are hard to control 04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 8 [Vaaraniemi et al., 2011]
  • 9. Geometry-based Draping (GBD) Scene-space approach: § CPU-based draping performed in pre-processing step § Common problems: § Preprocessing is LoD-dependent § Possible Z-figh]ng during rasteriza]on Screen-space approach: § Draping based on projected scene geometry § Exis]ng approaches are precise but costly (CPU) [Kers]ng & Döllner, 2002] [Ohlarik & Cozzi, 2009] 04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 9
  • 10. Screen-space Geometry Draping Pipeline 04/07/2019 Real-:me Screen-space Geometry Draping for 3D Digital Terrain Models 10
  • 11. G-Buffer Generation Geometric information for projecting geometry in image-space: § G-Buffer contains: world-space normal and position (z-component only), color § Can also be used for deferred shading / stylization and generated in single-rendering pass G-Buffer Normal + Z Color 3D Geometry Rasteriza]on 04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 11
  • 12. Screen-space Geometry Projection Approach: § Projection computed on a per-vertex basis § Binary search for corresponding surface point § Parallel implementation using vertex shader Fitted Geometry Planar Geometry Normal + Z N VI VO fetch z-value 04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 12
  • 13. ComposiUng and Display § Basically post-processing pass using screen-aligned quad § Integra]on of projected geometry using alpha-blending per close-up § Subsequent deferred shading/texturing/styliza]on is easily possible Final Image Projected Geometry Color Texture 04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 13
  • 14. Evaluation of Run-time Performance Test Data (DT): § Regular grid (793 x 793) § 67 330 Ver]ces, 131 072 triangles (indexed) Test Hardware: § NVIDIA GeForce GTX 970 GPU with 4096 MB VRAM § Intel Xeon CPU with 2:8 GHz and 12 GB RAM Test Procedure : § DSs of three geometric complexi]es (indexed representa]on) § Viewport resolu]on: 1280 x 720 § Average of 500 rendered frames #VerKces #Triangels Frames-per- Second 2500 4800 310.6 4900 9522 226.3 10000 19602 152.1 04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 14
  • 15. Extension: Adaptive Tessellation Multi-pass hardware-accelerated tessellation of DS: § Computing geometric error/distance of primitives § Determine tessellation levels based on geometric error § Abort criteria for tessellation over geometric error 04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 15 Visualization of inner/outer tessellation levels of OpenGL tessellation shader API. Pass 1 Pass 2 Pass 3 Pass 4 Pass 5 Pass 6
  • 16. Ti Vi0 Vi1 Vi2 Ni EiA dA Extension: Adaptive Tessellation 04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 16 Possible GPU-based approach: § Compute distance variances per-edge for outer tessellation factor § Computer distance variances per-face for inner tessellation factor Visualization of inner/outer tessellation levels of OpenGL tessellation shader API.
  • 17. Extension: Overlapping Geometry Possible GPU-based approach: § Represent geometry image using K-buffer § Extend projection algorithm to work with K-Buffer representation § Requires z-leveling of input geometry and reference surface normal 3D Terrain Model Street (z-level: 0) Street (z-level: 1) 04/07/2019 Real-time Screen-space Geometry Draping for 3D Digital Terrain Models 17
  • 18. Wrap Up Overview of draping approaches presented Interactive GPU-based rendering technique: § Screen-space approach that supports dynamic draping sources and targets § Real-time rendering performance, space for improvements 04/07/2019 Real-:me Screen-space Geometry Draping for 3D Digital Terrain Models 18
  • 19. Thank you for your Attention Contact Information: § Matthias Trapp matthias.trapp@hpi.de § Jürgen Döllner juergen.doellner@hpi.de Computer Graphics System Group www.hpi3d.de