floating horizon algorithm 1 DEM [ 01] [Luebke01] LDI Layered Depth Image [Shade98] DEM Digital Elevation Model Height field 1 10 9



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Transcription:

Introduction to Point-based Graphics Tadahiro FUJIMOTO Kouichi KONNO Norishige CHIBA Faculty of Engineering, Iwate University Point-based Graphics Eurographics 2002 2003 [ 01 02 02 03] LOD Level of Detail 8

floating horizon algorithm 1 DEM [ 01] [Luebke01] LDI Layered Depth Image [Shade98] DEM Digital Elevation Model Height field 1 10 9

2 (a) (b) (c) (b) LDI LDC Layered Depth Cube [Lischinski98] (a) (b) (a) ( ) 3 (a) (b) (a) (c) (b) ( ) 2 10

(a) (b) 3 [Piegl02] 4 5 (Ray-Casting) Splatting Shear-Warp Texture Mapping 6 (a) (b) 4 11

5 [Ito03] (a) (b) 6 7 [ 02] [Amenta98] 8 12

[ 02] [ 03] [Dobashi00] [ 03 Dobashi00] 9 7 8 [ 01] 9 [ 02 Takeshita03] primitive [Levoy85] (a) (b) 13

backward mapping forward mapping [Westover90] footprint footprint splat footprint kernel splatting [Westover90] 10 reconstruction kernel 10 14

Image-based Rendering warping LDI Layered Depth Image [Shade98] LDI 11 LDI LDI LDI LDI LDI LDI incremental warping algorithm LDI ( x, y, z) ( x, y, z) McMillan s ordering algorithm [McMillan95a McMillan95b] 11 LDI 15

LDI LDI LDI LDC Layered Depth Cube [Lischinski98] LDI LDI LDI LDI tree [Chang99] LDI LDI tree LDI tree LDI surfel surface element [Pfister00] LDC LDC tree LDC tree LDC tree 12 LDI LDI-1 LDI-2 LDI LDC tree LDI LDC 0 LDC 12 (a) LDI 12 (a) LDI-1 LDI-2 0 LDC LDI 1/2 (1/2) n n = 1, 2, 3, LDC 12 (b) (c) b LDC b b 2 LDI LDC 12 b = 4 (a) (b) (c) n 1/8 LDC tree LDC LDI 3-to-1 reduction LDI LDC tree 16

EWA Elliptical Weighted Average filter [Heckbert89] surfel mipmap LDC tree LDC tree view-frustum culling backface culling LDC tree visibility splatting 99 12 LDC tree 17

EWA EWA source space EWA filter EWA screen space EWA filter surface splatting [Zwicker01] P k u r k w k u f c x u f c (u) EWA x r k x resampling kernel ρ k ρ k w k x g' c x g' c ( x) u EWA EWA Q Q QSplat [Rusinkiewicz00] bounding sphere hierarchy normal cone 18

LOD [ 01] CAD No.104 013 pp.53 58 2001 [ 02] Visual Computing 2002 [ 02] CAD No.109 003 pp.11 16 2002 [ 03] CAD No.112 003 pp.13 18 2003 [ 01] DEM GIS 9 1 pp.19 27 2001 [Luebke01] D. Luebke, Developer s Survey of Polygonal Simplification Algorithms, CG&A, Vol.21, No.3, pp.24 35, 2001. [Shade98] J. Shade, S. J. Gortler, L. He, and R. Szeliski, Layered Depth Images, SIGGRAPH 98, pp.231 242, 1998. [Lischinski98] D. Lischinski and A. Rappoport, Image-Based Rendering for Non-Diffuse Synthetic Scenes, Rendering 19

Techniques 98, pp.301 314, 1998. [Piegl02] L. A. Piegl and W. Tiller, Algorithm for finding all k nearest neighbors, Computer Aided Design, Vol.34, No.2, pp.167 172, 2002. [Ito03] T. Ito, T. Fujimoto, K. Muraoka, and N. Chiba, Modeling Rocky Scenery Taking into Account Joints, CGI2003, pp.244 247, 2003. [ 02] 3 2002 [Amenta98] N. Amenta, M. Bern, and M. Kamvysselis, A New Voronoi-Based Surface Reconstruction Algorithm, SIGGRAPH 98, pp.415 421, 1998. [ 01] Vol.42 No.5 pp.1142 1150 2001 [ 02] NICOGRAPH pp.17 18 2002 [ 03] OpenGL 3D 3D NICOGRAPH pp.85 86 2003 [Dobashi00] Y. Dobashi, K. Kaneda, H. Yamashita, T. Okita, and T. Nishita, A Simple, Efficient Method for Realistic Animation of Clouds, SIGGRAPH 2000, pp.19 28, 2000. [ 02] 18 NICOGRAPH pp.115 120 2002 [Takeshita03] D. Takeshita, S. Ota, M. Tamura, T. Fujimoto, K. Muraoka, and N. Chiba, Particle-Based Visual Simulation of Explosive Flames, Pacific Graphics 2003, pp.482 486, 2003. [Levoy85] M. Levoy and T. Whitted, The Use of Points as Display Primitives, Technical Report TR 85 022, University of North Carolina, 1985. [Westover90] L. Westover, Footprint Evaluation for Volume Rendering, SIGGRAPH 90, pp.367 376, 1990. [McMillan95a] L. McMillan, Computing Visibility Without Depth, Technical Report 95-047, University of North Carolina, 1995. [McMillan95b] L. McMillan, A List-Priority Rendering Algorithm for Redisplaying Projected Surfaces, Technical Report 95 005, University of North Carolina, 1995. [Chang99] C. F. Chang, G. Bishop, and A. Lastra, LDI Tree: A Hierarchical Representation for Image-Based Rendering, SIGGRAPH 99, pp.291 298, 1999. [Pfister00] H. Pfister, M. Zwicker, J. van Baar, and M. Gross, Surfels: Surface Elements as Rendering Primitives, SIGGRAPH 2000, pp.335 342, 2000. [Heckbert89] P. Heckbert, Fundamentals of Texture Mapping and Image Warping, Master s thesis, University of California at Berkeley, Department of Electrical Engineering and Computer Science, 1989. [ 99] 20

Vol.28 No.2 pp.131 139 1999 [Zwicker01] M. Zwicker, H. Pfister, J. van Baar, and M. Gross, Surface Splatting, SIGGRAPH 2001, pp.371 378, 2001. [Rusinkiewicz00] S. Rusinkiewicz and M. Levoy, QSplat: A Multiresolution Point Rendering System for Large Meshes, SIGGRAPH 2000, pp.343 352, 2000. 21