interactive rendering of large unstructured grids using
play

Interactive Rendering of Large Unstructured Grids Using Dynamic - PowerPoint PPT Presentation

Interactive Rendering of Large Unstructured Grids Using Dynamic Level-of-Detail Steven P. Callahan , Joo L. D. Comba Peter Shirley , and Cludio T. Silva University of Utah UFRGS, Brazil Dynamic Level-of-Detail 100%


  1. Interactive Rendering of Large Unstructured Grids Using Dynamic Level-of-Detail Steven P. Callahan † , João L. D. Comba ‡ Peter Shirley † , and Cláudio T. Silva † † University of Utah ‡ UFRGS, Brazil

  2. Dynamic Level-of-Detail 100% 25% 5% 2.0 fps 5.3 fps 16.1 fps

  3. Level-Of-Detail Background ➤ Geometric Approach [Cignoni et al. 2004]

  4. Level-Of-Detail Background ➤ Texture Approach [Leven et al. 2002]

  5. Level-Of-Detail Background ➤ Tetrahedra • Farias et al. 2000 • Leven et al. 2002 • Cignoni et al. 2004 • Museth and Lombeyda 2004 ➤ Regular Grids • Danskin and Hanrahan 1992 • LaMar et al. 1999 • Weiler et al. 2000 ➤ Triangles or Points • Funkhouser and Séquin 1993 • Luebke and Erikson 1997 • Luebke et al. 2002 • Duessen et al. 2002

  6. Definitions Given a scalar field An approximation can be made such that and . A ray passing through the domain forms a continuous function

  7. Domain-Based Simplification

  8. Sample-Based Simplification

  9. Triangle Sampling ➤ Sample the triangles Boundary + Internal triangles • B 1 ,B 2 ,...,B n I 1 ,I 2 ,...,I m LOD ➤ LOD index updated at each pass

  10. Hardware-Assisted Visibility Sorting ➤ Sort in object-space and image-space CPU GPU [Callahan et al. 2005, Silva et al. 2005]

  11. Hardware-Assisted Dynamic Level-of-Detail ➤ Sample in object-space CPU GPU

  12. Ranking Strategies Topology: target continuity

  13. Ranking Strategies Field: target histogram

  14. Ranking Strategies View: target screen-space coverage

  15. Ranking Strategies Area: target faces that cause greater error

  16. Visual Quality 100% 1.3 fps 15% 4.5 fps 5% 10.0 fps

  17. Movie

  18. Movie

  19. Movie

  20. Preprocessing Dataset Tets Topology Field View Area Spx2 0.8 M 17.8 s 4.5 s 5.3 s 13.9 s Torso 1.0 M 87.2 s 10.5 s 11.6 s 11.2 s Fighter 1.4 M 75.6 s 13.9 s 15.3s 15.3 s

  21. Strategy Analysis

  22. Strategy Analysis

  23. Strategy Analysis Topology Full Quality View Field Area

  24. Domain and Sample Comparison Full Quality Sample Domain 100% @ 20 fps 50% @ 30 fps 50% @ 23 fps g 1 (t) g 2 (t) g(t) t t t

  25. Domain and Sample Comparison Full Quality Sample Domain 100% @ 20 fps 50% @ 30 fps 25% @ 30 fps g 1 (t) g 2 (t) g(t) t t t

  26. Domain and Sample Comparison Full Quality Sample Domain 100% @ 20 fps 10% @ 60 fps 1% @ 60 fps g 1 (t) g 2 (t) g(t) t t t

  27. Conclusion ➤ New sampling approach which simplifies LOD ➤ Well-suited for a GPU implementation ➤ Dynamic changes to LOD are simple and require no explicit hierarchies ➤ Tetmesh 0.1 code will be available soon at www.sci.utah.edu/~vgc

  28. Open Research ➤ Better ranking strategies ➤ Handle even larger data • Sample the boundaries • Sample points instead of triangles ➤ Adaptive time-varying visualization

  29. Acknowledgments ➤ Carlos Scheidegger , Huy Vo, and John Schreiner ➤ Datasets • Bruno Notrosso (Electricite de France) • Neely and Batina (NASA) • SCI Institute, University of Utah ➤ Funding • DOE • CNPq • MICS • NSF • University of Utah

Recommend


More recommend