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Interactive Ray Tracing of Pointbased Models

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Title: Interactive Ray Tracing of Pointbased Models


1
Interactive Ray Tracingof Point-based Models
  • Ingo Wald
  • MPI Informatik, Saarbrücken, Germany
  • wald_at_mpi-inf.mpg.de

2
Motivation
  • Why point-based rendering ?
  • Many advantages, but no details here at PBG
  • But Why point-based ray tracing ?
  • Actually, two different questions
  • Q1 Why ray tracing for point-based models ?
  • Q2 Why use point-based techniques in ray tracing
    ?

3
Q1 Why Ray Tracing ?
  • Reason 1 Logarithmic scalability to large models
  • Very handy for todays huge models
  • But For PBR not that important
    (multiresolution)
  • Reason 2 Image quality / shading quality
  • Ray traced image quality not yet standard in PBG
  • But would benice to have

4
Q2 Why Point-based techniques in Ray Tracing?
  • Native point-based data (acquisition)
  • Direct ray tracing avoids tesselation
  • Much simpler
  • And for native triangular models ?
  • Triangular model ? Point-based model ? PBRT
  • Does this make sense ?
  • Highly controversial issue amongst ray tracing
    researchers
  • RT is log. in tris, anyway. Dont need
    multiresolution
  • Many new problems with points as primitives
  • Consistency, efficiency, loss of information

5
Q2 Why Point-based techniques in Ray Tracing?
  • Interactive ray tracing Three recent examples

6
Q2 Why Point-based techniques in Ray Tracing?
  • Interactive ray tracing Three recent examples
  • Example 1 Boeing 777 (350 million triangles, 40
    GB data)

7
Q2 Why Point-based techniques in Ray Tracing?
  • Interactive ray tracing Three recent examples
  • Example 2 Lawrence Livermore isosurface (8
    billion voxels)

8
Q2 Why Point-based techniques in Ray Tracing?
  • Interactive ray tracing Three recent examples
  • Example 3 Forest landscape (1.5 billion
    triangles)

9
Q2 Why Point-based techniques in Ray Tracing?
  • Interactive ray tracing Three recent examples
  • Yes, can render all three already today without
    PB techniques
  • But Doesnt make sense (gt1G prim. for lt1M pixels
    ?)
  • Too much data Tiny camera move?totally different
    data
  • Even though image doesnt change at all
  • Sample only every 1000th pixel ? Severe aliasing
  • Aliasing THE most important problem of RTRT
    today
  • Need multiresolution approach also for RT
  • Probably best via PB approach
  • Current results only intermediate step
  • towards long-term goal of multiresolution
    (PB)RT

10
How to ray trace PB models ?
  • Problem Zero ray-point hit probability
  • Rays infinitely thin
  • Points infitnitely thin, too
  • Two possible solutions
  • Use thick rays that have volume (cones, beams,
    )
  • Reconstruct from all points overlapping rays
    volume
  • Grow points to have a surface
  • can then be found by thin ray
  • Long history of debate on which is better

11
How to ray trace PB models ?
  • Alternative 1 Growing rays
  • Experience Tracing beams very costly (much more
    than rays)

12
How to ray trace PB models ?
  • Alternative 1 Growing rays
  • Many un-answered questions
  • Where exactly is the hit point ?
  • E.g., where to start the shadow ray from ?

points gathered by beam
Position A
Hitpoint position ?
13
How to ray trace PB models ?
  • Alternative 1 Growing rays
  • Many un-answered questions
  • Where exactly is the hit point ?
  • How stable is the decision ?

points gathered by beam
Position A
Hitpoint position ?
14
How to ray trace PB models ?
  • Alternative 1 Growing rays
  • Many un-answered questions
  • Where exactly is the hit point ?
  • How stable is the decision ?
  • Is it consistent ?
  • E.g., when viewed from different angle (shadow
    ray)

Position B (Light ?)
surface seen from A
Position A
Same surface, different viewpoint Same hitpoint
? Is it in shadow ?
Hitpoint position ?
15
How to ray trace PB models ?
  • Alternative 1 Growing rays
  • Many un-answered questions
  • Where exactly is the hit point ?
  • How stable is the decision?
  • Is it consistent ?
  • Too many open questions

16
How to ray trace PB models ?
  • Alternative 2 Growing points
  • Define unique surface through points
  • Always consistent
  • Most trivial solution Use disks/ellipses/
  • Trivial

17
How to ray trace PB models ?
  • Alternative 2 Growing points
  • Define unique surface through points
  • Always consistent
  • Most trivial solution Use disks/ellipses/
  • Trivial, but shading discontinuities (worse w/
    shadows)

18
How to ray trace PB models ?
  • Better Define smooth surface
  • Use Adamson/Alexas model
  • Each point xi has normal ni and radius ri of
    influence
  • Influence wi falls off with distance to xi
  • With wi(xi)1 and wi(x)0 for all x-xigtri
  • Define weighted average position X(x) and N(x)
  • Define distance function F(x) ((x-X(x)).N(x)
  • Implicit fct F(x)0 is smooth surface
  • Need
  • Useful ri s (not given)
  • Fast ray/surface intersection framework

19
Choosing Splat Radii
  • Step 1 Choosing the splat radii
  • Too small ? Holes in the model
  • Too large ? Many regions of influence will
    overlap (slow)
  • Use Wu et al.s optimal subsampling technique
  • Wu EG04 Determine ri such as to
  • Optimally cover surface
  • Achieve minimal overlap
  • ?Optimal solution Use exactly that technique
  • Note Can also use other radii
  • e.g., user-specified
  • Might just be slower or contain holes

20
Intersecting the Surface
  • Step 2 Determining the splats to intersect with
  • Each point x always influenced by only few xi

C
B
D
A
21
Intersecting the Surface
  • Step 2 Determining the splats to intersect with
  • Enclose each splats ROI with tight fitting box

C
B
D
A
22
Intersecting the Surface
  • Step 2 Determining the splats to intersect with
  • Enclose each splats ROI with tight fitting box
  • Build kd-tree over those AA boxes

C
B
D
A
23
Intersecting the Surface
  • Step 2 Determining the splats to intersect with
  • Enclose each splats ROI with tight fitting box
  • Build kd-tree over those AA boxes

C
B
D
A
24
Intersecting the Surface
  • Step 2 Determining the splats to intersect with
  • Enclose each splats ROI with tight fitting box
  • Build kd-tree over those AA boxes

C
B
D
A
25
Intersecting the Surface
  • Step 2 Determining the splats to intersect with
  • Enclose each splats ROI with tight fitting box
  • Build kd-tree over those AA boxes

C
B
D
A
26
Intersecting the Surface
  • Step 2 Determining the splats to intersect with
  • Enclose each splats ROI with tight fitting box
  • Build kd-tree over those AA boxes
  • Leaves Store list of splats whose ROI overlaps
    cell

C
C
-
-
B
B
B,C
A,B
A
A,B,C
-
(right side incomplete)
D
A
A
-
27
Intersecting the Surface
  • Step 2 Determining the splats to intersect with
  • Enclose each splats ROI with tight fitting box
  • Build kd-tree over those AA boxes
  • Leaves Store list of splats whose ROI overlaps
    cell
  • KD-Tree Inherit advantages of fast triangular
    ray tracing
  • Fast traversal, occlusion culling, good kd-trees
    (SAH)

C
C
-
-
B
B
B,C
A,B
A
A,B,C
-
D
A
A
-
28
Intersecting the Surface
  • Step 3 Ray/surface intersection in each voxel
  • Find distance t F(t)0
  • Equidistant sampling along t
  • Have intersection if sgn(F(ti1)) ! sign(F(ti))
  • But Too coarse sampling can miss the surface
  • Optimizations Fast SSE implementation (no
    details)
  • Quite fast, but Still main cost factor
  • Further optimize kd-tree to minimize F(x) calls
  • Need to take closer look at kd-tree

29
KD-Tree Post-optimizations
  • Observation 1 Many full cells dont contain
    surf.
  • Reason KD-tree was built over ROIs
  • ROIs bound surface, but not closely

30
KD-Tree Post-optimizations
  • Observation 1 Many full cells dont contain
    surf.
  • Example from before

C
C
-
-
B
B
B,C
A,B
A
A,B,C
-
A,B,C
A
A
A,B,C
31
KD-Tree Post-optimizations
  • Observation 1 Many full cells dont contain
    surf.
  • Actual surface only touches few voxels

C
C
-
-
B
B
B,C
A,B
A
A,B,C
-
A,B,C
A,B,C
A
A
A,B,C
32
KD-Tree Post-optimizations
  • Observation 1 Many full cells dont contain
    surf.
  • Many non-empty cells that are not necessary

C
C
-
-
B
B
B,C
A,B
A
A,B,C
-
A,B,C
A,B,C
A
A
A,B,C
33
KD-Tree Post-optimizations
  • Observation 1 Many full cells dont contain
    surf.
  • Many non-empty cells that are not necessary
  • Can make quite a difference

C
C
-
-
B
B
B,C
A,B
A
A,B,C
-
A,B,C
A,B,C
A
A
A,B,C
34
KD-Tree Post-optimizations
  • Observation 1 Many full cells dont contain
    surf.
  • Fix Determine min(F()) and max(F()) in each cell
  • Cull cells with min gt 0 or max lt 0
  • Currently Sample F with random x
  • Can produce false culling (holes)
  • Better Interval arithmetic (Not implemented yet)

35
KD-Tree Post-optimizations
  • Observation 2 Most cells too large
  • Reason Only split planes at ROI borders
  • Example from earlier-on

C
C
-
-
B
B
B,C
A,B
A
A,B,C
-
A
A
36
KD-Tree Post-optimizations
  • Observation 2 Most cells too large
  • Reason Only split planes at ROI borders
  • Example from earlier-on Green regions would
    suffice

C
C
-
-
B
B
B,C
A,B
A
A,B,C
-
A
A
A
37
KD-Tree Post-optimizations
  • Observation 2 Most cells too large
  • Reason Only split planes at ROI borders
  • Example from earlier-on Green regions would
    suffice
  • Fix Post-shrinking of cells
  • Cut voxel into slices, cull slices
  • Same problem as before False culling
  • Important Not only fewer cell intersections
  • Also Cells much thinner Finer sampling, fewer
    artifacts

38
KD-Tree Post-optimizations
  • Observation 3 After shrink/cull, many cells
    empty
  • Example from earlier-on Most cells empty after
    cull/shrink

C
-
-
B
B,C
A,B
A
A,B,C
-
A
39
KD-Tree Post-optimizations
  • Observation 3 After shrink/cull, many cells
    empty
  • Example from earlier-on Most cells empty after
    cull/shrink

C
B,C
A,B
A
40
KD-Tree Post-optimizations
  • Observation 3 After shrink/cull, many cells
    empty
  • Example from earlier-on Most cells empty after
    cull/shrink
  • Optimization Post-collapse
  • Undo splits that dont make sense any more

C
B,C
A,B
A
41
Results
  • Overall Framerate1Dual-Opteron 2.4GHz, 512x512

42
Results
  • Overall Framerate 5-15 fps _at_ 1PC
  • Nice scalability to very complex models
  • ManyIffis 24M points w/ shadows ? 2fps_at_1PC

43
Results
  • Overall Framerate 5-15 fps _at_ 1PC
  • Nice scalability to very complex models
  • High-quality shading
  • Global Illumination

44
Results
  • Overall Framerate 5-15 fps _at_ 1PC
  • Nice scalability to very complex models
  • High-quality shading
  • Problems and limitations
  • Sometimes small holes (false culling,
    undersampling, )
  • All is static Cant move points, cant change
    radii
  • Assumes continuous surface
  • Not applicable to random point cloud (forest
    leaves)

45
Summary Future Work
  • Summary
  • Motivated/Argued for Point-based Ray Tracing
  • Discussed thin rays vs thick rays issue
  • Outlined framework for Interactive PBRT
  • Future work
  • Performance Stability
  • Bounding the surface, interval arithmetic,
  • Multiresolution PBRT
  • In particular, for massively complex models

46
Questions ?
47
Questions ?
48
Q1 Why Ray Tracing ?
  • Impact of Shadows and Reflections Example

49
Q2 Why Point-based techniques in Ray Tracing?
  • Need multiresolution approach also for RT
  • Trivial for nice (manifold) meshes (Progressive
    meshes,)
  • But problematic for real-world models (Forest,
    Boeing, )
  • Should be much easier for point-based
    representation
  • Eventual goal of (our) PBRT activities
  • Not ray tracing (nice) point-based models
  • Rather Multiresolution ray tracing using a PB
    approach
  • Reduce (in-core) data
  • Fight aliasing
  • Current activities only first step in that
    direction

50
AdamsonAlexas model
  • Observations
  • Need position and normal for each point ? assume
    as given
  • Need radius of influence for each point
  • For each x, most wi(x) will be zero
  • Fast computation Need to know which...
  • Evaluating F(x) will be costly
  • Need to minimize F(x) calls
  • Need to quickly determine where surface can NOT
    be
  • Need to minimize number of points contributing to
    x
  • ? Need to minimize regions of influence (minimize
    ri !)

51
So Why Interactive Point-based Ray Tracing ?
  • Advantages of PBG in particular for ray tracers
  • Native point-based data (acquisition)
  • Avoid tesselation sure, makes sense.
  • And for native triangular models ?
  • Triangular model ? Point-based model ? PBRT
  • Does this make sense ?

52
So Why Interactive Point-based Ray Tracing ?
  • Advantages of PBG in particular for ray tracers
  • ? Highly controversial issue amongst ray tracers
  • Ray tracing is logarithmic in scene size, anyway
  • Dont need point-based multiresolution
    capabilities
  • Triangles very well suited for fast ray tracing
  • How to (efficiently) intersect points ?
  • Triangles well-defined surface
  • How to consistently intersect points ?
  • In particular for secondary rays
  • shadow ray has to see exactly the same surface
  • Sampling Loss of information ?
  • Many new problems, PBG advantages over rast.
    dont apply
  • Where are the advantages ?

53
Q1 Why Ray Tracing
  • Impact of Shadows and Reflections Example

54
MotivationWhy Point-based Rendering ?
  • Point-based models become commonplace
  • Acquisition Almost all models are point clouds
  • Direct PBR simplifies 3D processing pipeline
  • Today Acquisition?triangulation?rendering
  • Direct PBR Get rid of (non-trivial)
    triangulation
  • Plus Increasing use in rendering/modelling
  • Multiresolution, no connectivity/topology, much
    simpler,

55
MotivationWhy Point-based Rendering ?
  • Point-based models become commonplace
  • Acquisition Almost all models are point clouds
  • Direct PBR simplifies 3D processing pipeline
  • Today Acquisition?triangulation?rendering
  • Direct PBR Get rid of (non-trivial)
    triangulation
  • Plus Increasing use in rendering/modelling
  • Multiresolution, no connectivity/topology, much
    simpler,
  • But Why point-based ray tracing ?
  • Actually, two different questions
  • Q1 Why ray tracing for point-based models ?
  • Q2 Why point-based approach to ray tracing ?

56
Outline
  • Motivation
  • Why point based ray tracing
  • Our approach
  • Thin rays vs thick rays
  • Fast traversal and intersection
  • Results
  • Summary and Future Work

57
How to ray trace PB models ?
  • Alternative 1 Growing rays
  • Many un-answered questions
  • Where exactly is the hit point ?
  • How sensitive is the procedure to exact form of
    beam ?
  • E.g., what if the beam were traced a little bit
    further ?

points gathered by beam
Position A
Hitpoint position ?
Same surface ?
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