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Surface displacement, tessellation, and subdivision Ikrima Elhassan

Surface displacement, tessellation, and subdivision

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Surface displacement, tessellation, and subdivision. Ikrima Elhassan. Overview. The Reyes image rendering architecture ", Cook et al., SIGGRAPH 1987 Curved PN triangles ", Vlachos, Peters, Boyd, and Mitchell, Symposium on Interactive 3D Graphics, 2001 . Reyes Architecture: Support Goals. - PowerPoint PPT Presentation

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Page 1: Surface displacement, tessellation, and subdivision

Surface displacement, tessellation,and subdivisionIkrima Elhassan

Page 2: Surface displacement, tessellation, and subdivision

Overview

The Reyes image rendering architecture", Cook et al.,SIGGRAPH 1987

Curved PN triangles", Vlachos, Peters, Boyd, and Mitchell,Symposium on Interactive 3D Graphics, 2001

Page 3: Surface displacement, tessellation, and subdivision

Reyes Architecture: Support Goals

Speed (render high quality film in less than a year)

Shading/Model Complexity & Diversity Minimal Raytracing Image Quality Flexibility

Page 4: Surface displacement, tessellation, and subdivision

Design Goals

Natural Coordinates Vectorization Common underlying representation Locality Linearity Large Models Back door

Page 5: Surface displacement, tessellation, and subdivision

Geometric Locality & Sampling

Raytracing can cause model and texture paging to dominate rendering time as model complexity increases

Uses stochastic sampling called jittering

Page 6: Surface displacement, tessellation, and subdivision

MicroPolygons

½ pixel in length for Nyquist limit Dice primitives along natural boundaries Done in eyespace Results in a grid with shared vertices

Page 7: Surface displacement, tessellation, and subdivision

Micropolygons: Adv vs. Disadvantages Vectorizable Texture locality &

filtering Subdivision

coherence Ease of Clipping &

Displacement maps No perspective

Shading occurs on nonvisible micropolygons

Rendering time becomes tied to depth complexity

Page 8: Surface displacement, tessellation, and subdivision

Texture Locality

2 Classes of Textures: CATs & RATs

Sequential access with CATs

Can eliminate filtering

Page 9: Surface displacement, tessellation, and subdivision

Description Algorithm

Bounded primitives (not necessarily tight) Primitives must be able to break down into

diceable primitives Must be able to split primitives Diceability test – returns “diceable” or “not

diceable”

Page 10: Surface displacement, tessellation, and subdivision

Algorithm Description (Continued)

Does not require clipping Use ε plane to avoid invalid perspective

calculation Primitives with 0<z < ε are split until no

primitives span the ε plane

Page 11: Surface displacement, tessellation, and subdivision

Extensions

Constructive Solid Geometry Transparency Depth of field Motion Blur

Page 12: Surface displacement, tessellation, and subdivision

Implementation

Bucket Rendering Each primitive is diced or split and put into

corresponding bucket Only one bucket is needed at a time Lowers memory requirements

Page 13: Surface displacement, tessellation, and subdivision

Final Thoughts on Reyes

No inverse calculations No clipping calculations Very vectorized No texture thrashing and

can eliminate run time filtering

Sampling occurs after shading

Difficult to handle metaballs

Hard to bound primitives such as particle systems for bucket sort

Polygons don’t have natural coordinate system

Page 14: Surface displacement, tessellation, and subdivision

N-Patches

Page 15: Surface displacement, tessellation, and subdivision

Issues with new geometric primitives Must be compatible with work already in

progress Must be backward compatible Fit existing hardware designs

Page 16: Surface displacement, tessellation, and subdivision

N-patches: Advantages

Curved surfaces Improved visual quality (smooth

silhouettes and better vertex shading) Do not require developers to store

geometry differently (triangles) Minimize change to API’s Minimize bandwidth

Page 17: Surface displacement, tessellation, and subdivision

Goals

Isolation (cannot access mesh neighbors) Fast Evaluation (including normal) Modeling range (smoother contours and

better shading)

Page 18: Surface displacement, tessellation, and subdivision

Interpolation Use barycentric coordinates for

triangular domain Consider a set of points P0, P1,…, Pn,

and consider the set of all affine combinations taken from these points. That is all points that can be written as

                                                      for some

                                                    This set of points forms an affine

space, and the coordinates                                              

are called the barycentric coordinates of the points of the space.

Recall that a point within a triangle Δp0p1p2, can be described as p(u,v) = p0 + u(p1-p0) + v(p2-p0) = (1-u-v)p0 + up1 + vp2, where (u,v) are the barycentric coordinates

Bicubic interpolation results in C2 surfaces

Given a tabulated function yi = y(xi), i = 1...N , focus attention on one particular interval, between xj and xj+1. Linear interpolation in that interval gives the interpolation formulay = Ayj + By(j+1)

If we have yi”, we can add to the right-hand side of equation a cubic polynomial whose second derivative varies linearly from a value y j on the left to a value y (j+1) on the right.

Page 19: Surface displacement, tessellation, and subdivision

Geometry: cubic B´ezier Bijk = control points =

coefficients Makes up the “control

net” Cubic interpolation

Page 20: Surface displacement, tessellation, and subdivision

Normal: quadratic B´ezier Linear or Quadratic

Interpolation

Page 21: Surface displacement, tessellation, and subdivision

Algorithm

LOD = # vertices -2 on an edge

Tangent coefficients determined by planer projection

Page 22: Surface displacement, tessellation, and subdivision

Algorithm (Continued)

Quadratic interpolation allows for inflection between vertices

Page 23: Surface displacement, tessellation, and subdivision

Examples of N-patches

Page 24: Surface displacement, tessellation, and subdivision

Sharp Edges

Proven that you cant have creases with purely local information

More than distinct normal per vertex causes holes or cracks

Not really discussed in detail, solution is to add more triangles

Page 25: Surface displacement, tessellation, and subdivision

Hardware Performance Operations are dot products, addition of two vectors,

scaling, and per-component multiply of two vectors Uses 6.8 to 11.6 vector operations per generated vertex Fill rate is not a bottleneck, since screen area is

unchanged Key limiting factor, most of time, is bandwidth Overhead in additional transformation of vertices Reduces calculation for key-frame interpolation and

collision detection Might be able to shift pixel shading to vertex shading

Page 26: Surface displacement, tessellation, and subdivision

Advantages

Generated on-chip Saves bandwidth and

memory Curved surfaces and

better shading

Cant control curvature No sharp edges