Title: Are Points the Ultimate Modeling Primitive
1Are Points the Ultimate Modeling Primitive?
- Turner Whitted, Microsoft Research
- with
- Marc Levoy, Stanford University
- John Snyder, Microsoft Research
2Outline
- Part I
- Looking back at an early chain of research
projects (with Marc Levoy) - Part II
- Snapshot of present day experiments with a point
rendering pipeline (with John Snyder)
3Rendering points an old idea
- E. Catmull, A subdivision algorithm for computer
display of curved surfaces, PhD dissertation,
1974 - C. Csuri, et al, Towards an interactive high
visual complexity animation system, Proc.
SIGGRAPH 79. - W. Reeves, Particle systems a technique for
modeling a class of fuzzy objects, Proc.
SIGGRAPH 83.
42D inverse mapping
Anti-aliasing with
read
accumulate
- Super-sample (uniformly or adaptively)
- Low pass filter read source multiple times
- Re-sample
Store entire super-sampled source image
52D forward mapping
Crow, Franklin C., The use of grayscale for
improved raster display of vectors and
characters, Proceedings of SIGGRAPH 78.
- Choose source sample
- Look up pre-computed contribution to destination
region - Blend at destination (with visibility if needed)
62D forward mapping
Using small pre-computed textures as source
Whitted 83
7Textures/points
Marc Levoy 25 Sept. 1984
- . . . open up new possibilities for complex
models.
8textures are simply a container for points
Marc Levoy 24 Sept. 1984
9Points as primitives
- Goals
- Ability to manage geometric complexity
- Algorithmic simplicity
- Interactivity
10PSF-clouds forerunner of splats
Marc Levoy 30 Sept. 1984
11Rate control
- Primary concern is insuring coverage
The Use of Points as a Display Primitive Marc
Levoy and Turner Whitted Technical Report
85-022, Computer Science Department, University
of North Carolina at Chapel Hill, January, 1985.
12Progressive display
Levoy 85
13Surfaces from points
- Forward mapped rendering
- with anti-aliasing
- Complete flexibilty
- Shading
- Texturing
- Displacement mapping
Levoy 85
14Simplicity one representation
15Splatted volume rendering
- Primary goal was interactivity
- devise algorithm to exploit parallelism
- Blind faith in the sampling theorem
Lee Westover, Interactive Volume
Rendering,Proceedings of the 1989 Chapel Hill
workshop on Volume visualization, 1989. (first
published use of term splatting)
16Signal processing for splatting
- Answer question what is the image contribution
of a single projected point (extend forward
mapping to volumes) - Slightly flawed model kernels overlap in z
Westover 89.
17Typical splatting application
Ozone concentrations in the northeastern US
(1990) Data courtesy of the US Environmental
Protection Agency, National Center for
Atmospheric Research, and Numerical Design Limited
18Timeline
- 1983 - 2D brushes
- 1984 - incubating 3D PBR (Levoy)
- 1985 - points as primitives (Levoy)
- 1989, 1990 - splatting for volumes (Westover)
- 1991 - hierarchical splatting (Laur Hanrahan)
- 1994 Commanche PC game with range-sorted
rectangular splats - 1998 hierarchical coverage (Grossman Dally)
- 2000 - QSplat, Surfels, WarpEngine
-
and beyond
19Jump forward a few years
20Point-based graphics today
- Modeling points
- Densely acquired
- Adaptively sampled, hierarchical
- Augmented with surface properties
- Rendering splats
- Oriented
- Trimmed
- Interpolated
21Something we tried
- Rendering primitive
- Ellipsoids
373776 Ellipsoids John Snyder, Kirk Olynyk 2001
22Goals and approaches
- Fidelity (capture all detail)
- Adaptively sample at the source
- Quality (render it without artifacts)
- Careful filtering at the back end
- Integration
- Use a single primitive representation for 2D, 3D,
and even imagery - Simplicity
- Use simplest possible primitive representation
23Render with points
- Adaptively sample and interpolate at the source
- Retain flexibility at the source
- High frequency content is not uniformly
distributed over the source domain - Anisotropy is free
- Accumulate, not overwrite, at the destination
- Every sample contributes, more samples means more
high frequency content - Piecewise constant reconstruction is OK
- Current GPUs dont do this
24Experiments with Points as rendering primitives
John Snyder, Kirk Olynyk, Tom Blank Microsoft
Research
Walk through source samples coherently
Interpolate depending on view transform
Map and write into supersampled image bins
Read supersampled bins, reconstruct, filter,
re-sample, in real time
25Experimental Testbed
26Point sampling vs mip-mapping
27Points vs mip-mapping (cont.)
anisotropic filtering requires no special
processing
28Point sampling geometry images
- Convenient way to store a collection of points1
with coherent access (Gu, Gortler, Hoppe 2003) - Puts samples where detail is
- Easy to interpolate
1see slide no. 8
29Surface sampling rate
- Is not correct for viewing
- not adaptive in image space
point sample density plot
30Surface sampling rate
- Is not correct for viewing
- not adaptive in image space
shaded rendering
31Point pipeline
Very high bandwidth!
struct binPoint int x, y, z0, z1, r, g, b,
a, w binBINDEPTH
32Additional sample rate control
- Gated mapping
- points that are nearly identical contribute no
additional detail. - weights summed and points merged before writing
into sample memory.
33Bandwidth sanity check
- Measured rates for one scene1
- Brute force gt 8.39, lt 98.0 GB/s
- Gated mapping gt 5.14, lt 63.4 GB/s
- Additional rate control strategy
- Higher order reconstruction
- Hierarchical source data.
1extrapolated up to 1600x1200 _at_72 Hz refresh
34Summary
- Points for rendering offer
- simplicity
- flexibility
- and all the quality one can use
- for all the bandwidth one can afford
35Acknowledgements
- Adaptive sampling
- Kirk Olynyk, MSR
- Tom Blank, MSR
- Volume splatting
- Lee Westover, NVIDIA
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