RealTime Rendering of Trimmed Surfaces - PowerPoint PPT Presentation

About This Presentation
Title:

RealTime Rendering of Trimmed Surfaces

Description:

... per second (including transformations, clipping, lighting, smooth shading, and z-buffering) ... to screen space, clipped, lighted, smooth shaded, and ... – PowerPoint PPT presentation

Number of Views:39
Avg rating:3.0/5.0
Slides: 11
Provided by: wtco
Category:

less

Transcript and Presenter's Notes

Title: RealTime Rendering of Trimmed Surfaces


1
Real-Time Rendering of Trimmed Surfaces
  • SIGGRAPH 89
  • Alyn Rockwook, Kurt Heaton,Tom Davis (SGI)

2
Introduction
  • Modern graphics systems have hardware support for
    polygon rendering
  • hundreds of thousands or even millions of
    polygons per second (including transformations,
    clipping, lighting, smooth shading, and
    z-buffering)
  • We need efficient methods to convert free-form
    surfaces to polygons.

3
Introduction
  • Goals
  • real-time performance
  • high quality images
  • portability
  • Previous work
  • does not take advantage of hardware support
  • does not account for trimming
  • exhibits too many unwanted visual artifacts

4
Introduction
  • Reminders
  • object space is the 3D coordinate system in which
    the surface is defined
  • image space is to where the viewing
    transformations map the object space
  • screen space is the 2D coordinate system by
    projecting image space on the xy-plane
  • parameter space is the rectangle of (u,v)
    coordinates

5
Introduction
  • Definition
  • a region is monotone with respect to an axis if
    any line perpendicular to that axis has a convex
    intersection with the region

6
The method
  • 7 main steps
  • 1. convert to Bezier
  • surfaces are converted to Bezier patches
  • trimming regions are loops of Bezier or piecewise
    linear curves
  • 2. calculate step sizes
  • in parameter space, for each curve and surface,
    to guarantee the size of facets in screen space
    will not exceed a user specified tolerance

7
The method
  • 3. find extrema
  • find the points on the trimming curves where the
    tangents are parallel to the u or v axes
  • 4. divide into uv-monotone regions
  • each region is defined by a closed loop of curves
  • 5. cove and tile
  • each uv-monotone region is uniformly tessellated
    into a grid of rectangles connected by triangles
    to points evaluated along the curves

8
The method
  • 6. evaluate surface functions
  • polygons in (u,v) space are transformed to facets
    in object space
  • surface normals are calculated
  • 7. render facets
  • each facet is transformed to screen space,
    clipped, lighted, smooth shaded, and z-buffered
    using standard 3D graphics hardware

9
Results
  • Met the goals
  • 15,000 triangles per second (1989)
  • same image quality as the polygon hardware
    supports
  • the IRIS-4D GTX implementation was ported to a
    Personal IRIS in only two days

10
Results
  • More good things
  • patches can be processed in parallel
  • tile size smaller than a user specified tolerance
    (tradeoff image quality/rendering speed)
  • different size tiles without cracking
  • modular architecture
  • steps with well defined interfaces
  • we can select the best way to implement each step
  • easier to develop and to maintain
Write a Comment
User Comments (0)
About PowerShow.com