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Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo Real-time Multi-perspective Rendering on Graphics Hardware

Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo Real-time Multi-perspective Rendering on Graphics Hardware

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Page 1: Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo Real-time Multi-perspective Rendering on Graphics Hardware

Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo

Real-time Multi-perspective Rendering on Graphics Hardware

Page 2: Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo Real-time Multi-perspective Rendering on Graphics Hardware

Teaser

Real-time near object reflection off curved surface

Environment map Ray tracing Our technique

Page 3: Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo Real-time Multi-perspective Rendering on Graphics Hardware

Camera Projection Model

Single-perspective

Projection directions merge at a single point

Pin-hole, orthographic, oblique, etc

Supported on graphics hardware

Multi-perspective

Arbitrary projection directions

General linear camera [Yu and McMillan 2004 - 2005]

Not directly supported on graphics hardware

Page 4: Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo Real-time Multi-perspective Rendering on Graphics Hardware

Why Multi-perspective Projection?

Model many natural phenomena

curved reflection refraction caustics

may not intersect at one point!

Page 5: Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo Real-time Multi-perspective Rendering on Graphics Hardware

Goal and Previous Work

curved reflection

near geometry

fully dynamic speed

Ray tracing О О О Х

Environment map О Х О О

Image/depth sprite

О О Х О

Mirror or gem stone Х О О О

[Ofek et al 1998] concavity? О О depend on

dicing

Our method О О О

polygon rasterizatio

n

Page 6: Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo Real-time Multi-perspective Rendering on Graphics Hardware

Our Methodology

Multi-perspective projection on feed-forward pipeline

Similar to beam tracing

Handles only planlar reflection

Curved reflection via polygon rasterization

(as opposed to ray tracing on GPU)

Custom vertex and fragment program

Non-linear rasterization

reflector

reflector

reflector

Beam

eye

Page 7: Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo Real-time Multi-perspective Rendering on Graphics Hardware

Algorithm Overview

Build coarse triangle mesh

Determine projection directions at mesh vertices

Render each camera triangle via polygon rasterization

Multi-perspective projection

Custom vertex/fragment program

Page 8: Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo Real-time Multi-perspective Rendering on Graphics Hardware

Parameterization

Barycentric interpolationC0 continuity

p

v1

d1

d

d3

d2

v3

v2

d = w1d1 + w2d2 + w3d3

w1

w2

w3

Page 9: Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo Real-time Multi-perspective Rendering on Graphics Hardware

Rasterize one scene △ in one camera △Vertex program: bounding triangle estimation

Fragment program: ray-triangle intersection

d1

d2d3

v1

v2v3 p11 p13

p12

pij = projection of vj under dikilled

shaded

Page 10: Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo Real-time Multi-perspective Rendering on Graphics Hardware

Limitations and Acceleration

Very brute forceRasterize every scene △ in every camera △Bounding △ over-estimationNo Zcull

Acceleration

object culling

bounding △ culling

camera tessellation level

Page 11: Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo Real-time Multi-perspective Rendering on Graphics Hardware

Camera Tessellation Level

Ray tracing 26 (51 fps)

26x4 (63 fps) 26x4x4 (5 fps)

Smaller camera △ provides better bounding △ estimation

faster

Page 12: Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo Real-time Multi-perspective Rendering on Graphics Hardware

Performance

# scene △ # camera △fps

no acceleration

fps

+ acceleration

800 100 4.5 20.11200 100 3.6 14.61600 100 2.1 9.2400 256 1.5 6800 256 0.5 2.1

1200 256 0.35 1.8400 512 0.8 2.5800 512 0.3 1.0

Page 13: Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo Real-time Multi-perspective Rendering on Graphics Hardware

Applications

reflection refraction

caustics visualization

Page 14: Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo Real-time Multi-perspective Rendering on Graphics Hardware

Refraction

Ray tracing Our result

Only C0 continuity

Page 15: Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo Real-time Multi-perspective Rendering on Graphics Hardware

Caustics

1. Multi-perspective rendering into light point

2. Photon splatting

light

photon location map

reflector

caustic receiver

Page 16: Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo Real-time Multi-perspective Rendering on Graphics Hardware

Visualization

Page 17: Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo Real-time Multi-perspective Rendering on Graphics Hardware

Future Work

Speed improvement

Tighter bounding △ estimation

Multiple reflections/refractions (i.e. beam tracing)

Ck continuity with k > 0

Ride with polygon rasterization!

GPU is not designed for ray tracing [Purcell et al 2002]

CPU ray tracing [Wald et al 2006] ?

Page 18: Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo Real-time Multi-perspective Rendering on Graphics Hardware

Thank you!