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Perceptually Guided Interactive Rendering

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Title: Perceptually Guided Interactive Rendering


1
Perceptually Guided Interactive Rendering
  • David Luebke
  • University of Virginia

2
Always start with a demo
3
MotivationPreaching To The Choir
  • Interactive rendering of large-scale geometric
    datasets is important
  • Scientific and medical visualization
  • Architectural and industrial CAD
  • Training (military and otherwise)
  • Entertainment

4
MotivationModel Size
  • Incredibly, models are getting bigger as fast as
    hardware is getting faster

5
Big ModelsSubmarine Torpedo Room
  • 700,000 polygons

Courtesy General Dynamics, Electric Boat Div.
6
Big ModelsCoal-fired Power Plant
  • 13 million polygons

(Anonymous)
7
Big ModelsPlant Ecosystem Simulation
  • 16.7 million polygons (sort of)

Deussen et al Realistic Modeling of Plant
Ecosystems
8
Big ModelsDouble Eagle Container Ship
  • 82 million polygons

Courtesy Newport News Shipbuilding
9
Big ModelsThe Digital Michelangelo Project
  • David56,230,343 polygons
  • St. Matthew 372,422,615 polygons

Courtesy Digital Michelangelo Project
10
Motivation Level of Detail
  • Clearly, much of this geometry is redundant for a
    given view
  • The basic idea simplify the model, reducing the
    level of detail used for
  • Distant portions
  • Small portions
  • Otherwise unimportant portions

11
Traditional Level of DetailIn A Nutshell
  • Create levels of detail (LODs) of objects

249,924 polys
62,480 polys
7,809 polys
975 polys
Courtesy Jon Cohen
12
Traditional Level of DetailIn A Nutshell
  • Distant objects use coarser LODs

13
The Big Question
  • How should we evaluate and regulate the visual
    fidelity of our simplifications?

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Regulating LOD
  • LOD is often controlled by distance

Courtesy Martin Reddy
15
Regulating LOD
  • or by size

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Measuring Fidelity
  • Fidelity of a simplification to the original
    model is often measured geometrically

METRO by Visual Computing Group, CNR-Pisa
17
Measuring Visual Fidelity
  • However
  • The most important measure of fidelity is usually
    not geometric but perceptual does the
    simplification look like the original?
  • Therefore
  • We are developing a principled framework for LOD
    in interactive rendering, based on perceptual
    measures of visual fidelity

18
Perceptually Guided LOD
  • Several interesting offshoots
  • Imperceptible simplification
  • How to guarantee simplification is undetectable?
  • Best-effort simplification
  • How best to spend a limited time/polygon budget?
  • Silhouette preservation
  • Silhouettes are important. How important?
  • Gaze-directed rendering
  • When can we exploit reduced visual acuity?

19
Related Work
  • Lots of excellent research on perceptually guided
    rendering
  • Bolin Meyer (SIGGRAPH 98)
  • Ramasubramanian et al (SIGGRAPH 99)
  • But all this work has focused on realistic
    rendering algorithms (e.g., path tracing)
  • Different time frame!
  • Seconds or minutes versus milliseconds

20
Related Work
  • As a result, prior work has incorporated quite
    sophisticated perceptual metrics
  • Our goal a simple, conservative perceptual
    metric fast enough to run thousands of times per
    frame

21
The Approach
  • The contrast sensitivity function or CSF measures
    perceptibility of visual stimuli
  • We test local simplification operations against a
    model of the CSF to determine whether they would
    be perceptible

22
Perception 101The Contrast Sensitivity Function
  • Perceptual scientists have long used contrast
    gratings to measure limits of vision
  • Bars of sinusoidally varying intensity
  • Can vary
  • Contrast
  • Spatial frequency
  • Eccentricity
  • Velocity
  • Etc

23
Perception 101 The Contrast Sensitivity Function
  • Contrast grating tests produce a contrast
    sensitivity function
  • Threshold contrastvs. spatial frequency
  • CSF predicts the minimum detectablestatic
    stimuli

24
Your Personal CSF
Campbell-Robson Chart by Izumi Ohzawa
25
Contrast Sensitivity FunctionAn Empirical Model
  • The CSF is affected by many factors
  • Background illumination, adaptation, age, etc
  • Attentive focus
  • We chose to sidestep these issues by building an
    empirical model (lookup table)
  • User foveates on target, grating fades in
  • Measuers threshold contrast across different
    spatial frequencies, eccentricities

26
Contrast Sensitivity FunctionComplex Waveforms
  • The perceptibility of a complex signal is
    determined by its harmonic components
  • If no frequency component of an image feature is
    visible, the feature is imperceptible and may be
    removed without visible effect
  • This is the key idea that will allow us to
    simplify the model
  • Next need a framework for simplification

27
Framework View-Dependent Simplification
  • We use view-dependent simplification for LOD
    management
  • Traditional LOD create several discrete LODs in
    a preprocess, pick one at run time
  • Continuous LOD create data structure in
    preprocess, extract desired LOD at run time
  • View-dependent LOD extract most appropriate LOD
    for the given view

28
View-Dependent LOD Examples
  • Show nearby portions of object at higher
    resolution than distant portions

View from eyepoint
Birds-eye view
29
View-Dependent LOD Examples
  • Show silhouette regions of object at higher
    resolution than interior regions

30
View-Dependent LOD Examples
  • Show more detail where the user is looking than
    in their peripheral vision

34,321 triangles
31
View-Dependent LOD Examples
  • Show more detail where the user is looking than
    in their peripheral vision

11,726 triangles
32
View-Dependent LODImplementation
  • We use VDSlib, our public-domain library for
    view-dependent simplification
  • Briefly, VDSlib uses a big data structure called
    the vertex tree
  • Hierarchical clustering of model vertices
  • Updated each frame for current simplification

33
The Vertex Tree
  • Each vertex tree node represents
  • A subset of model vertices
  • A representative vertex or proxy
  • Folding a node collapses its vertices to the
    proxy
  • Unfolding a node splits the proxy back into
    vertices

34
Vertex Tree Example
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Vertex Tree Example
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Vertex Tree Example
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Vertex Tree Example
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Vertex Tree Example
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Vertex Tree Example
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Vertex Tree Example
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Vertex Tree Example
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Vertex Tree Example
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Vertex Tree Example
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Vertex Tree Example
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Vertex Tree Example
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Vertex Tree Example
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The Vertex TreeTris and SubTris
  • Node folding is the fundamental simplification
    operation
  • Some triangles change shape upon folding
  • Some triangles disappear completely

8
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Fold Node A
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Unfold Node A
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48
Perceptually Guided LOD Key Contribution
  • Our key contribution a way to evaluate the
    perceptibility of a fold operation
  • Equate the effect of the fold to a worst-case
    contrast grating
  • Find the worst-case contrast induced in the image
  • Find the worst-case spatial frequency

49
Perceptually Guided LOD Key Contribution
  • Our key contribution a way to evaluate the
    perceptibility of a fold operation
  • Equate the effect of the fold to a worst-case
    contrast grating
  • Find the worst-case contrast induced in the image
  • Bounded by the maximum change in luminance!
  • Find the worst-case spatial frequency

50
Perceptually Guided LOD Key Contribution
  • Our key contribution a way to evaluate the
    perceptibility of a fold operation
  • Equate the effect of the fold to a worst-case
    contrast grating
  • Find the worst-case contrast induced in the image
  • Bounded by the maximum change in luminance!
  • Find the worst-case spatial frequency
  • Bounded by the minimum spatial frequency (in our
    case)

51
Perceptually Guided LOD Key Contribution
  • Our key contribution a way to evaluate the
    perceptibility of a fold operation
  • Equate the effect of the fold to a worst-case
    contrast grating
  • Find the worst-case contrast induced in the image
  • Bounded by the maximum change in luminance!
  • Find the worst-case spatial frequency
  • Bounded by the minimum spatial frequency (in our
    case)
  • bounded by greatest possible spatial extent!

52
Worst-Case Contrast
Original
  • Find maximum possible change in color
  • Map to luminance, then to contrast
  • This is the largest contrast that the fold could
    possibly induce in the final image

Color Change
Simplified
53
Worst-Case Contrast
Original
  • Find maximum possible change in color
  • Note depends on silhouette status!
  • Map to luminance, then to contrast
  • This is the largest contrast that the fold could
    possibly induce in the final image

Color Change
Simplified
54
Worst-Case Spatial Frequency
  • Lower frequencies more perceptible
  • At least, where we are concerned
  • Can enforce this assumption
  • Minimum spatial frequency determined by
    projected screenspace extent of node

Size
?
Signal representing maximum change produced by
node simplification
55
Bringing It All Together
  • If simplifying a region is imperceptible, go
    ahead and simplify!

Original
Simplified
56
Imperceptible Simplification
  • Imperceptible simplification only fold nodes
    whose effect is predicted to be imperceptible
  • It works! Verified with simple user study
  • Problem 1 overly conservative
  • Problem 2 nobody cares
  • Important result, important issues, but
  • If you need imperceptible simplification that
    badly, you probably wont simplify at all

57
Imperceptible SimplificationResults
69,451 polygons
29,866 polygons
wireframe
  • Here, the users gaze is 29 degrees from the
    bunny
  • Silhouettes and strong details preserved
  • Line of the haunch
  • Shape of the ears
  • But subtle (low-contrast) details removed
  • E.g., top of the leg

58
Best-Effort Simplification
  • More pertinent best-effort simplification to a
    budget
  • Idea order nodes to be folded based on the
    distance at which you could perceive the fold
  • Nice, physical error metric
  • After simplifying to (say) 50K tris, system can
    report, this would be imperceptible from 8 feet.

59
Best-Effort SimplificationResults
96,966 ? 18,000 faces Standard VDSlib error
metric (projected screenspace size)
96,966 ? 18,000 faces Perceptual error
metric (contrast spatial frequency)
60
Silhouette Preservation
  • Researchers
  • Have long known silhouettes are important
  • Have long used heuristics to preserve them
  • Our model gives a principled basis for silhouette
    preservation by accounting for the increased
    contrast at silhouettes
  • Detect silhouette nodes using a quantized normal
    cube
  • Set contrast to maximum for silhouette nodes

61
Gaze-Directed RenderingEccentricity
  • Visual acuity fallsoff rapidly in periphery
  • Fovea central few degreesof vision
  • 35-fold reduction from fovea ? periphery
  • Eccentricity angular distance from center of
    gaze

?
62
Gaze-Directed RenderingEccentricity
  • Can model the falloff of acuity with
    eccentricity in CSF

Size
?
Eccentricity
63
Gaze-Directed RenderingVelocity (Future Work!)
  • Visual acuity also falls off for fast-moving
    objects
  • Eye tracking object renderbackground at lower
    resolution
  • Eye tracking background renderobject at lower
    resolution
  • Very powerful in conjunction witheccentricity!

1 deg/s
20 deg/s
64
Gaze-Directed RenderingVelocity (Future Work!)
  • Can model the effect of retinal velocity on the
    CSF

65
Extending The FrameworkOther Rendering Paradigms
  • This framework applies to almost any hierarchical
    rendering technique
  • We have extended it to QSplat, the point-based
    renderer of Rusinkiewicz and Levoy
  • Hierarchy of bounding spheres
  • Used for simplification, culling, backface
    rejection, and rendering
  • Heavily optimized for extremely large models

66
Extending The FrameworkQSplat
  • Promising results from QSplat prototype

QSplats highest quality2.9 million splats
Gaze-directed QSplat0.8 million splats (29o)
67
Extending the FrameworkQSplat
QSplats highest quality simplified points in
blue
Gaze-directed QSplatusers eye on torch
68
Summary
  • Novel framework for interactive rendering
  • Based directly on perceptual metric (CSF)
  • Applied to polygonal simplification QSplat
  • Addresses several interesting issues
  • Imperceptible best-effort simplification
  • Silhouette preservation
  • Gaze-directed rendering
  • Still in nascent form, but an important start

69
Future Work
  • Lots of opportunities for future research!
  • Improve the current system
  • Dynamic lighting using normal masks
  • Address overly conservative contrast frequency
    estimates using texture deviation metric (APS)
  • Extend the perceptual model, incorporating
  • Retinal velocity
  • Visual masking using texture content frequencies
  • Temporal contrast (flicker) sensitivity

70
Gaze-Directed RenderingApplicability
  • Gaze-directed rendering clearly has limits
  • Eye tracking not yet commodity technology
  • But head tracking may turn out quite useful
  • Gaze direction stays within 15o of head direction
  • Video head tracking increasingly mature
  • Wide-area FOV displays increasingly common
  • Even with multiple viewers, may still get lots of
    simplification in right environments.

71
Acknowledgements
  • Students
  • Ben Hallen
  • Keith Shepherd, Dale Newfield, Tom Banton
  • Colleagues
  • Martin Reddy
  • Ben Watson
  • Funding
  • National Science Foundation

72
The End
  • Questions?

73
AppendixReferences
  • Perceptually guided offline rendering
  • Bolin, Mark. and G. Meyer. A Perceptually Based
    Adaptive Sampling Algorithm, Computer Graphics,
    Vol. 32 (SIGGRAPH 98).
  • Ferdwada, James, S. Pattanaik, P. Shirley, and D.
    Greenberg. A Model of Visual Masking for
    Realistic Image Synthesis, Computer Graphics,
    Vol. 30 (SIGGRAPH 96).
  • Ramasubramanian, Mahesh, S. Pattanaik, and D.
    Greenberg. A Perceptually Based Physical Error
    Metric for Realistic Image Synthesis, Computer
    Graphics, Vol. 33 (SIGGRAPH 99).

74
AppendixReferences
  • Perceptually guided interactive rendering
  • Reddy, Martin. Perceptually-Modulated Level of
    Detail for Virtual Environments, Ph.D. thesis,
    University of Edinburgh, 1997.
  • Scoggins, Randy, R. Machiraju, and R. Moorhead.
    Enabling Level-of-Detail Matching for Exterior
    Scene Synthesis, Proceedings of IEEE
    Visualization 2000 (2000).
  • Gaze-directed rendering
  • Funkhouser, Tom, and C. Sequin. Adaptive
    display algorithm for interactive frame rates
    during visualization of complex virtual
    environments, Computer Graphics, Vol. 27
    (SIGGRAPH 93).
  • Oshima, Toshikazu, H. Yamammoto, and H. Tamura.
    Gaze-Directed Adaptive Rendering for Interacting
    with Virtual Space, Proceedings of VRAIS 96
    (1996).

75
AppendixReferences
  • View-dependent simplification
  • Hoppe, Hughes. View-Dependent Refinement of
    Progressive Meshes, Computer Graphics, Vol. 31
    (SIGGRAPH 97).
  • Luebke, David, and C. Erikson. View-Dependent
    Simplification of Arbitrary Polygonal
    Environments, Computer Graphics, Vol. 31
    (SIGGRAPH 97).
  • Xia, Julie and Amitabh Varshney. Dynamic
    View-Dependent Simplification for Polygonal
    Models, Visualization 96.
  • This research
  • Hallen, Benjamin and David Luebke. Perceptually
    Guided Interactive Rendering, UVA tech report
    CS-2001-01. See http//www.cs.virginia.edu/luebk
    e/temp/tech.report.pdf
  • VDSlib (software library) http//vdslib.virginia.
    edu
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