Russel A' Apu, Marina L' Gavrilova - PowerPoint PPT Presentation

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Russel A' Apu, Marina L' Gavrilova

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Improvements over Original ROAM Scheme. Preprocessing DEM image ... Statistical Analysis of ROAM. Bottleneck: Split and Merge Operation and visibility test ... – PowerPoint PPT presentation

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Title: Russel A' Apu, Marina L' Gavrilova


1
ICCSA 2004 GTVIS Fast and Efficient Rendering
System for Real-Time Terrain Visualization
  • Russel A. Apu, Marina L. Gavrilova
  • Department of Computer Science
  • University of Calgary

2
Brief Outline
  • Input Processing Methods
  • Modified Scheme (improvements)
  • Understanding Geo-Morph
  • Smoothing Technique
  • Texturing
  • Experimental Results

3
Terminologies
  • DEM Digital Elevation Model
  • Viewer Dependent Refinement
  • ROAM Realtime Optimally Adapting Mesh
  • Geo-morph Sequencing
  • CLOD Continuous Level of Detail

4
Improvements over Original ROAM Scheme
  • Preprocessing DEM image
  • Smoothing Techniques
  • Texturing
  • Amortized refinement
  • Very efficient
  • Higher Frame Rate (45FPS)
  • Continuity Geo-morph sequence
  • Less variation in frame rate

5
Understanding Height FieldsDEM Digital
Elevation Model
  • Contains only relative Height
  • Regular interval
  • Pixel color determine height
  • Discrete resolution

X
Kluanne National Park
Y
6
Preprocessing of DEM input
  • Convolute the surface (2nd Difference)
  • Efficient LOD distribution
  • Used in Advanced Shading (feature preservation)

7
Differentiating the Surface Convolution
8
Differentiating the Surface (contd)
  • Take Weighted Average of neighboring pixel
    Gradients
  • 2 passes gives us the rate of gradient changes

9
Statistical Analysis of ROAM
  • Bottleneck Split and Merge Operation and
    visibility test
  • Only 2.7 Triangles are merged within the visible
    frustum
  • 75 of split operations occurs on closest 5
    region of the visible frustum

10
Proposed Enhancements
  • Reduce overhead for maintaining Split queue
  • Degenerated split queue
  • Replace priority merge queue (HEAP) with a simple
    FIFO queue.
  • Merge arbitrary obscured regions (outside visible
    frustum) only

11
Proposed Priority Function for Split Queue
  • Determines Refinement
  • Distribute LOD to preferred area
  • Can be changed
  • fface, CCamera
  • UUniformity
  • FFrustum priority
  • DCurvature priority
  • PDistance priority
  • DETCurvature (preprocessed)
  • Lev(f)Subdivision level of face f

12
Speeding up the processAmortizing refinement
  • Updating the Split queue over multiple frames
  • Allow split queue (heap) to degenerate
  • Refine integrity using error threshold test
  • Re-generate queue after constant number of frames
  • Dramatic gain in speed

13
Maintaining Degenerated S-Queue
14
Understanding Geo-Morph
  • Smooth interpolation of vertex over subdivision
  • Requires maintenance of one additional queue
    (G-queue)

15
Smoothing
  • Compute face normal
  • Compute vertex normal
  • Local computation of normal during refinement
    (Geo-Morph)
  • Apply vertex normal when rendering
  • Advanced shading Linear combination of face and
    vertex normal (Hybrid)

16
Example of smoothing
17
Texturing
  • Compute uv coordinate during creation of each
    vertex (planar transform)
  • Load texture bitmap in the pipeline
  • Apply texture handle

18
Result with Texturing
19
Results (Output obtained)
20
Results (Runtime)
21
Results (Runtime) (Contd)
22
Results (Runtime) (Contd)
23
Results (Runtime) (Contd)
24
Summary of Result
  • High Speed (45 FPS average)
  • Continuity is achieved (Geo-Morph)
  • Visual appeal (smoothing Texture)
  • Less variant Frame rate
  • Efficient Understructure (amortized update)

25
Finally
  • Thank you all.
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