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Real-Time Rendering

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... to integrate in games and other graphics applications ... Free membership in the Church of Gl d. Show GLOD video. Courtesy Stanford 3D Scanning Repository ... – PowerPoint PPT presentation

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Title: Real-Time Rendering


1
Real-Time Rendering Game Technology
  • CS 446/651David Luebke

2
Demo Time
  • New card not installed yet so

3
Administrative Issues
  • Everything on hold till Thursday
  • Course forum should be up then, Ill send out
    mail when it comes available
  • At that point you should do the pitch
    assignment
  • Thursday guest visit by Dean Abernathy, IATH
  • Topic virtual reality for cultural heritage sites

4
To think about
  • What are some possible bottlenecks in system
    performance of a graphics/game engine?
  • Does it make any difference to sort your geometry
    front-to-back or back-to-front when using a
    depth-buffer?
  • Will your textured polygons render faster if
    MIP-mapping is enabled or disabled?
  • Does the order that you traverse polygons (i.e.,
    issue vertices using glVertex() or something like
    it) matter?

5
Moral
  • Real-time graphics happens on highly custom,
    highly sophisticated hardware
  • You have to understand something about how that
    hardware works for the best performance
  • In addition to understanding the basic principles
    and algorithms, of course

6
Level of Detail
  • David Luebke
  • University of Virginia

7
Level of Detail
  • David Luebke
  • University of Virginia

8
Level of Detail
  • David Luebke
  • University of Virginia

9
Level of Detail
  • David Luebke
  • University of Virginia

10
Introduction
  • Level of detail (LOD) is an important tool for
    maintaining interactivity
  • Focuses on the fidelity / performance tradeoff
  • Not the only tool! Complementary with
  • Parallel rendering
  • Occlusion culling
  • Image-based rendering etc

11
Level of Detail The Basic Idea
  • The problem
  • Geometric datasets can be too complex to render
    at interactive rates
  • One solution
  • Simplify the polygonal geometry of small or
    distant objects
  • Known as Level of Detail or LOD
  • A.k.a. polygonal simplification, geometric
    simplification, mesh reduction, decimation,
    multiresolution modeling,

12
Level of Detail
  • A recurring theme in computer graphics trade
    fidelity for performance
  • Reduce level of detail of distant, small, or
    unimportant objects

13
Level of Detail
  • A recurring theme in computer graphics trade
    fidelity for performance
  • Reduce level of detail of distant, small, or
    unimportant objects

14
Level of DetailMotivation
  • Big models!
  • St. Matthew 372 million polygons
  • David 1 billion polygons

Courtesy Digital Michelangelo Project
15
Level of Detail ResearchGLOD
  • GLOD
  • High-level library for LOD in OpenGL
  • Goal make high-quality LOD easy to integrate in
    games and other graphics applications
  • Includes and interfaces with VDSlib
  • Cool software (interface design) issues
  • Free membership in the Church of Glöd
  • Show GLOD video

16
Level of DetailTraditional LOD In A Nutshell
  • Create levels of detail (LODs) of objects

69,451 polys
2,502 polys
251 polys
76 polys
Courtesy Stanford 3D Scanning Repository
17
Level of DetailTraditional LOD In A Nutshell
  • Distant objects use coarser LODs

18
Level of DetailThe Big Questions
  • How to represent and generate simpler versions of
    a complex model?

69,451 polys
2,502 polys
251 polys
76 polys
Courtesy Stanford 3D Scanning Repository
19
Level of DetailThe Big Questions
  • How to evaluate the fidelity of the simplified
    models?

69,451 polys
2,502 polys
251 polys
76 polys
Courtesy Stanford 3D Scanning Repository
20
Level of DetailThe Big Questions
  • When to use which LOD of an object?

69,451 polys
2,502 polys
251 polys
76 polys
Courtesy Stanford 3D Scanning Repository
21
Some Background
  • History of LOD techniques
  • Early history Clark (1976), flight simulators
  • Handmade LODs ? automatic LODs
  • LOD run-time management reactive ? predictive
    (Funkhouser)
  • LOD frameworks
  • Discrete (1976)
  • Continuous (1996)
  • View-dependent (1997)
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