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QSplat A Multiresolution Point Rendering System for Large Data Meshes Authors Szymon Rusinklewicz Marc Levoy Presentation Nathaniel Fout Motivation A quick review Rendering time is a very strong function of scene complexity Which class of rendering algorithms is this not true for Does this pose a problem for rendering the Stanford Bunny in real time What about 100 Bunnies What about 1000 Bunnies 4 5 billion tri sec Current graphics hardware nVidia Quadro at 17 million tri sec Motivation Who would want to render 1000 Bunnies in real time Practical Applications rendering complex terrain games simulators rendering sampled models of physical objects Advances in scanning technology have enabled the creation of very large meshes with hundreds of millions of polygons Conventional rendering will not work Why not Obviously insufficient triangle throughput but what about storage 1 000 000 triangles 36 MB 100 000 000 triangles 3600 MB etc Rendering Large Data Sets Methodologies for dealing with this problem 1 Visibility Culling includes frustum culling backface culling occlusion culling 2 LOD Control discrete or fine grained control 3 Geometric Compression saves on storage costs but must be decoded to render 4 Point Rendering use a simpler primitive the point instead of triangles Many algorithms use some of these techniques QSplat uses all of them What is QSplat QSplat is a point based rendering system that uses the visibility culling LOD control and geometric compression to render very large triangular meshes The core of the renderer is a hierarchical data structure consisting of bounding spheres General Description Basic Idea instead of rendering all those polygons let s approximate the mesh with points along the surface We can then splat these points on the image plane z buffer takes care of visibility as usual Point samples are organized in a hierarchical fashion using bounding spheres this facilitates easy visibility culling LOD control and rendering Hierarchy construction is a preprocessing step it is done once only and saved to a disk Rendering The rendering algorithm ng i l l u yC ilit b i TraverseHierarchy node Vis if node not visible skip this branch of the tree rol t n else if node is a leaf node o C D LO draw a splat else if benefit of recursing further is low draw a splat else for each child in children node TraverseHierarchy child Rendering Visibility Culling Frustum culling is performed by testing the bounding sphere against all six planes of the viewing frustum Each node stores a normal cone which is a collective representation of the normals of the subtree for that node this cone is used for back face culling Occlusion culling is not used N Rendering LOD Control LOD control is accomplished by adjusting the depth of recursion when traversing the tree There are two factors which control the depth of recursion projected screen space area of the bounding sphere user selected frame rate If the projected area of the sphere exceeds a threshold value then we descend to the next level A feedback adjustment takes place to keep the frame rate at a user specified value this adjustment is based simply on the ratio of actual to desired frame rate Progressive refinement is initiated once the user stops moving the area threshold is successively reduced until it is the size of a pixel LOD Control Threshold 15 pixels Points 130 712 Rendering Time 132 ms Threshold 1 pixel Points 14 835 967 Rendering Time 8308 ms Michelangelo s statue of St Matthew Preprocessing Building the Hierarchy tree What do the nodes look like Interior nodes will have at most 4 children Leaf nodes correspond to vertices Preprocessing Building the hierarchy tree we begin with a list of vertices left child next we find a bounding box which contains the vertices find the midpoint vertex along the longest axis of the bounding box split the set of vertices into two parts this creates the two children of the current node right child the current node corresponds to current node the bounding sphere of the two child nodes continue recursively Preprocessing Preprocessing Issues to ensure that there are no holes in the rendering we set the leaf node spheres to be a certain size If two vertices are joined by an edge then the spheres for those vertices are made large enough to touch each other Also the size of a sphere at a vertex is set to the size of the maximum sphere of the vertices which make up that triangle to decrease the size of the tree nodes are combined to increase the average branching factor to 4 after the tree is created the properties of the nodes are calculated Design Overview Design Details tree node layout 13 3 14 2 16 position and radius Position and radius of sphere encoded as offsets relative to parent and quantized to 13 values Not all of 134 values are valid in fact only 7621 are valid Incremental encoding of geometry essentially spreads out the bits of information among the levels of the hierarchy Note that connectivity information is discarded Encoding saves space but increases rendering time due to the necessity of decoding on the fly Quantization saves space but pays for it by sacrificing accuracy Design Details tree node layout 13 3 14 2 16 tree structure Information as to the structure of the tree is necessary for traversal since the number of children may vary Normally a pointer is kept for each child however if we store the tree in breadth first order then we only need one pointer for each group of siblings This one pointer along with the tree structure bits is enough for traversal The first two bits represent the number of children 0 2 3 or 4 The last bit indicates whether or not all children are leaf nodes Design Details tree node layout 13 3 14 2 16 normal Normals are quantized to 14 bits These bits hold an encoded direction a virtual cube with each face sub divided into a 52 x 52 grid represents the possible values Grid positions are warped to sample normal space more uniformly Unlike the range of positions normal space is bounded this makes it efficient to use a single look up table for rendering Incremental encoding is more expensive to decode and is not used for normals Banding artifacts can be seen in specular highlights Design Details tree node layout 13 3 14 2 16 width of normal cone Width of normal cone is quantized to four values cones whose half angles have sines of 1 16 4 16 9 16 or 16 16 On typical data sets back face culling with these quantized cone values discards over 90 of nodes


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UTK CS 594 - QSplat - A Multiresolution Point Rendering System for Large Data Meshes

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