Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University...

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Hongzhi Wu 1,2 , Li-Yi Wei 1 , Xi Wang 1 , and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture

Transcript of Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University...

Page 1: Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture.

Hongzhi Wu1,2, Li-Yi Wei1, Xi Wang1, and Baining Guo1

Microsoft Research Asia1 Fudan University2

Silhouette Texture

Page 2: Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture.

Problem

Silhouettes are importantVisual cues for human perception system

Render detailed silhouettes is expensivelow-polygon count objects causing jagged

silhouettes

Grand Theft Auto World of Warcraft

Page 3: Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture.

Our Solution

Render high quality silhouette with low polygon countIn the spirit of Silhouette Clipping [Sanders et al

00]Load balance for pixel for vertex stages

GPU today was optimized for ~ 10 pixels per vertex

(not true for dense meshes)

Outer hull + Normal map

Original Mesh (308 fps)

Our method (725 fps)

Page 4: Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture.

Previous Work

Silhouette Clipping [Sanders et al 00]Exterior silhouettes onlyExplicit storage of all original edgesNot GPU friendly

VDM/GDM [Wang et al 03,04] and Relief Mapping [Policarpo et al 05]Mainly for interior texture detailsDifficulty in handling silhouettes

Interactive Horizon Mapping [Sloan et al 00, Heidrich et al 00]Similar data structure, but for self-shadowing

Page 5: Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture.

Overview

Outer hull

Normal Map

Silhouette Texture

Final Result

Original Mesh

Simplify

Preprocess Render+

Page 6: Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture.

Correspondence: Outer hull and Original mesh

Original Mesh

Hull

p

Dp

q

Page 7: Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture.

Visibility Function

Our basic data structure for rendering silhouette

Original Mesh

p Dp

2D 3D

Page 8: Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture.

Algorithm Illustration

A Hull

A

B

Original Mesh

hit

miss

Page 9: Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture.

Quality Comparison

Normal map

Our approach

Difference

Page 10: Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture.

Incorrect Interior Silhouettes (Naïve Visibility Function)

A

Original Mesh

Hull

p1

q1

p2

q2 correctincorrect

Page 11: Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture.

Correct Interior Silhouettes (Modified Visibility Function)

A

Original Mesh

Hull

p1

q1q2

p2 q3correct

incorrect

Page 12: Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture.

Sampling Visibility Function

Store sampled spoke length into an 1D array

limitations8

124 3

6

5

7

1 2 3 4 5 6 7 8

Page 13: Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture.

Silhouette Texture Encoding/Decoding

angle

heig

ht

width

Silhouette Texture

Page 14: Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture.

SVD CompressionUncompressed

25% Compression Rate

12.5% Compression Rate

6.3% Compression Rate

Page 15: Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture.

Results

Outer hull + Normal map

Original Mesh (411 fps)

Our method (638 fps)

Bunny

Page 16: Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture.

Results

Outer hull + Normal map

Original Mesh (1.5 fps) Our method (273 fps)

Lucy

Page 17: Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture.

Performance

0

500

1, 000

1, 500

2, 000

2, 500

0 100, 000 200, 000 300, 000 400, 000 500, 000 600, 000

# pi xel s drawn

FPS

Our method Ori gi nal Mesh

0

200

400

600

800

1, 000

1, 200

1, 400

0 200, 000 400, 000 600, 000 800, 000 1, 000, 000

# pi xel s drawn

FPS

Our method Ori gi nal Mesh

Bunny

Lucy

Automatic geometry LOD control

Page 18: Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture.

Interpolation Quality

Entire mesh

Silhouette texture

(green grid)

Rendering Result

Smooth interpolation out of coarse silhouette texture grid

Page 19: Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture.

Outer Hull Resolution

22 vertices

102 vertices

500 vertices

Outer hull + Norm

al map

Our metho

d

Page 20: Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture.

Silhouette Texture Resolution

Spatial

5122

1282

322

Angular 64 16 4

Page 21: Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture.

Silhouette Visualization

802 fps 753 fps 787 fps

Page 22: Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture.

Future Work

Dynamic objectsStart with articulated figures

MIPMAP issueAutomatic geometry LOD control via texture

hardwareMIPMAP, anisotropy, etc

Page 23: Hongzhi Wu 1,2, Li-Yi Wei 1, Xi Wang 1, and Baining Guo 1 Microsoft Research Asia 1 Fudan University 2 Silhouette Texture.

Thank you!