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Graphics Topics in VR

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Title: Graphics Topics in VR


1
Graphics Topics in VR
  • By Shaun Nirenstein

2
Overview
  • Impact of graphics/geometric algorithms on VR
  • Visibility in VR
  • Rendering Topics in VR
  • Collision Detection
  • Animation (I wont talk about this)

3
Impact of graphics/geometric algorithms on VR
  • Constrains the VR
  • Visibility
  • Scene complexity
  • Performance
  • Shadows
  • Cues
  • Soft shadows offer more information about the
    light source
  • Shadows are difficult(slow), soft shadows are
    more difficult(slow)

4
Impact of graphics/geometric algorithms on VR
  • Constrains the VR (cont.)
  • Illumination models
  • Defines the set of surface materials available
  • Global vs. local illumination
  • What can be done at real-time?
  • Global specular?
  • Global diffuse?
  • Arbitrary BRDF (Bidirectional Reflectance
    Distribution Function)?
  • Collision detection
  • How accurate?
  • How fast?
  • (Agent/Avatar) Animation
  • Scripted, captured, simulated

5
Visibility
  • Obvious application is to manage geometric
    complexity
  • Dont render what you cannot see
  • Less obvious application is to manage global
    complexity
  • Dont simulate invisible objects
  • Can X see Y (e.g. AI)
  • Dont illuminate invisible objects
  • Predictive cache management!!!
  • Could Y be visible from X soon
  • Invisible geometry, textures, bump maps,
    vertex/pixel programs do not have to be resident

6
Visibility Algorithms
  • From-point techniques
  • What is visible from view point X
  • From-region techniques
  • What is visible from view region R
  • I.e. Y is visible from R, if there exists a point
    P in R, which can see Y
  • Can bind a visible set to time

7
From Point Visibility
  • Occluder shadow volumes

Invisible
Occluder
8
Occluder Fusion (from point)
  • Occluder shadow volumes

Invisible
Occluder
Invisible???
Invisible
9
Occluder Fusion (from point)
  • Cells and portals

10
Occluder Fusion (from point)
  • Cells and portals

11
Occluder Fusion (from point)
  • Cells and portals

12
Problems
  • Cells and portals
  • Only work (well) for architectural scenes
  • Occluder Shadows
  • Fusion is difficult
  • Only works well for a small number of occluders
  • Other techniques offer various improvements and
    trade-offs
  • Hierarchical Occlusion Maps
  • Occlusion bit testing
  • Hierarchical Z-Buffer
  • Many more

13
From Region Visibility
  • Occluder shadow volumes

Invisible
Occluder
14
From Region Visibility
  • Area light source analogy

Separating lines
Penumbra
Umbra
Supporting lines
Penumbra
15
From Region Visibility
  • Area light source analogy

Umbra?
16
Occluder Fusion (from region)
  • Cells and portals

17
Occluder Fusion (from region)
  • Cells and portals

18
Occluder Fusion (from region)
  • Cells and portals (visible volume)

19
Occluder Fusion (from region)
  • Cells and portals (visible volume)

20
Occluder Fusion (from region)
  • Cells and portals (visible cell iff. stabbing
    line does exist)

21
Finding a stabber (2D)
  • Find a line which separates two set of points

22
Finding a stabber (2D)
  • Find a line which separates two set of points
  • Left and right sets (defined by orientation)

23
Finding a stabber (2D)
  • Find a line which separates two set of points
  • Left and right sets (defined by orientation)

24
Finding a stabber (2D)
  • Find a line which separates two set of points
  • Left and right sets (defined by orientation)
  • Solved using duality

25
Finding a stabber (3D)
  • Also solved with duality
  • Lines in 3D go to points in 5D Pluecker
    coordinates

26
Constructing Cells/Portals
  • BSP Tree Splits volume until leaves are convex
  • Portals are sides of leaf nodes which do not
    correspond to scene polygons

27
Constructing Cells/Portals
  • Optimal portal finding is an open problem
  • Portals / Cells (sectors) are usually defined by
    hand

28
Soft and Hard Shadows
  • Hard Shadows small (points) or far
  • Soft Shadows area/volume light source

Hard
Soft
29
Soft and Hard Shadows
  • Soft shadows ! Blurring!!!

Light
Occluder
Ground
30
Soft and Hard Shadows
  • Algorithms
  • Point sources are easy!
  • Clip shadow volume against scene
  • Ray tracing
  • Shadow map
  • Shadow volume
  • Soft shadows are difficult!
  • Soft shadow volumes
  • Point sampling of area light source
  • Ray tracing
  • Hard and soft shadows may be pre-computed by
    sampling surface geometry and applying lightmaps

31
Lightmaps
  • Can be used for shadows, lighting, diffuse
    illumination
  • Need to be recomputed when geometry and/or lights
    move



32
Global vs. Local Illumination
  • Global looks better local is faster
  • Trade offs between complexity, performance,
    ability to move geometry, quality, etc.
  • What do games do?
  • Radiosity preprocess into light maps
  • Light grid for dynamic objects
  • Bump mapping is applied in addition
  • Many passes textures, bumps, lightmaps, shadow
    passes, etc.
  • Doom III?
  • No global illumination
  • Not necessary for the feel of the game
  • Allows for dynamic hard shadows (cast BY
    everything ONTO everything)
  • Photo-realism does not add as much to mood as
    shadows in this context

33
Photon Mapping
34
Photon Mapping
35
Photon Mapping
36
Collision Detection
  • Why?
  • Need to know if movement results in solid bodies
    colliding
  • Physics
  • Visibility

37
Collision Detection
  • Broad Phase
  • Conservative only test whether or not further
    testing(narrow phase) is required
  • Uses bounding volumes and bounding hierarchies

38
Collision Detection
  • Narrow Phase
  • Accurate
  • Triangle-triangle intersection
  • Segment-triangle intersection
  • Bounding-volume triangle intersection

39
Collision Detection(cont.)
  • What makes a good bounding box?
  • Easy to test for collision
  • Tightly represents the model minimal extraneous
    volume
  • More information implies better potential
  • What about moving objects?
  • On the fly creation?
  • Conservative updates
  • Tracking nearest geometry

40
Collision Detection(cont.)
  • AABB (Axially aligned bounding boxes)
  • Two points in 3D (6 scalars)
  • BS (Bounding Sphere )
  • Point and radius (4 scalars)
  • Not always a good fit may require OBB (Oriented
    bounding box)
  • Three points in 3D (9 scalars )
  • Principal component analysis

41
Collision Detection(cont.)
  • Convex Hull
  • Accurate
  • Conservative
  • bounding planes
  • faster, but less accurate

42
Collision Detection(cont.)
  • k-dops (discrete oriented polytopes)
  • Accurate more planes
  • AABB 6-dop

43
Collision Detection(cont.)
  • 8-dop

45o
44
Collision Detection(cont.)
  • Hierarchies AABB
  • Test top down

45
Collision Detection(cont.)
  • Hierarchies OBBTree
  • Test top down

46
Collision Detection(cont.)
  • Polytope-polytope intersection (narrow phase)
  • Assuming non-containment
  • Intersection is equivalent to the existence of
    an edge of one polytope which intersects the face
    of another

Containment
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