Computer Graphics (CS 563) Lecture 4: Advanced Computer Graphics - - PowerPoint PPT Presentation

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Computer Graphics (CS 563) Lecture 4: Advanced Computer Graphics Image Based Effects: Part 1 Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Image Based Effects Three main types of image based effects


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Computer Graphics (CS 563) Lecture 4: Advanced Computer Graphics Image‐Based Effects: Part 1 Prof Emmanuel Agu

Computer Science Dept. Worcester Polytechnic Institute (WPI)

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Image‐Based Effects

 Three main types of image‐based effects

  • a. Image‐Based Rendering: Texturing to improve RT

performance so that algorithms run at 30 FPS.

Examples: billboards, sprites

  • b. Image Processing Post‐process: Used to add effects to

rendered images

Examples: High Dynamic Range (HDR), tone mapping, motion blur

  • c. Volumetric effects: atmospheric effects
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Image‐Based Effects

 Image‐based rendering:

 A spectrum of IBR techniques proposed by J. Lengyel

More camera control Slower rendering Less camera control Faster rendering

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Fixed View Effects

 If viewpoint is fixed, can increase image quality  Example: Few moving foreground elements in

complex scene

 Render and store background rendering information

(z‐buffer, color buffer, etc)

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Relighting

 Starting from image, figure out light parameters used  Re‐render image again with different lighting

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Skyboxes

 Distant objects positions (mountains, sun, sky) don’t

change much or suffer from parallax

 Skybox: use a environment map to render distant

elements

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Light Fields

 Render object from many angles, store images in data

structure

 At run time, interpolate to render intermediate positions

t s

v u

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Sprites, Billboards, and Impostors

 Sprites:

Pure 2D image

No warping, or projection (Example: mouse cursor)

 Billboards:

Sprite applied to a polygon

Alpha channel usually employed

Uses texture mapping for acceleration

 Impostors:

Billboards created on the fly.

Can represent complex models

Error metric associated w/ changed views

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Layered Sprites

 Scene as a series of Layers  Each layer has depth associated  Render Back‐to‐front (avoid Z buffer)  Camera movement restricted: only perpendicular scene

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Billboards

 IBR: pre‐render geometry onto images/textures  Map textures onto polygons, place in scene  Rendering at runtime involves simple lookups, fast  Orienting polygon based on View Direction  Billboarding + Alpha + Animation = free forms

(smoke, fire, explosions, clouds etc.)

Real time cloud rendering, Mark J. Harris

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Types of Billboards

 Three vectors of interest: up vector, normal and

rotation vector (perp to up and normal)

 Screen Aligned Billboard:

 Image always parallel to screen with constant up vector  Up vector = camera’s up vector

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World Aligned Billboard

 Rendered object usually has orientation in space  Use object’s up vector to orient billboard  For small sprites, just align with view plane  Otherwise orient with viewer position

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Axial Billboards

 Cylindrical Symmetry ( trees, laser beams etc)  Does not face straight‐on towards viewer  Rotate around some world space axis, align to face user as

much as possible

 Up vector fixed, view point direction is adjustable vector  Tree example

Single billboard v/s solid surface tree

Up vector along tree trunk

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Particle Systems

 Set of separate small objects set into motion using an

algorithm

 Method of animation – not rendering  Simulating Fire, smoke, explosions, water flow, trees, galaxies  Representation – Points, lines …  Can be billboards too  Idea: controls for creating, moving,

changing and deleting particles

http://en.wikipedia.org/wiki/Particle_system

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Imposters

 Created on fly  Render a complex object into image texture  Texture mapped onto Billboard  Can reuse imposter for a few frames to boost

performance before update

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Why Create Imposters?

 Fast to draw  Closely resemble the object  Reuse for several viewpoints located close together  Best for static and distant objects

Movement of object diminishes with distance from viewer

 Overcome low LOD constraints, since a high quality

imposter can be created

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Imposters

Impostors Made Easy – William Damon, Intel

No Impostors With Impostors

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Billboard Clouds

 Billboard Clouds, Decoret, Durand et al [SIGGRAPH‘03]  Render complex mesh onto cloud of billboards  Billboard inclined at different viewpoints  Models with tens of thousands of trianges can be represented

convincingly with less than 100 textured billboards

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Depth Sprite aka Nailboard

 Give depth to image !  Each texel as RGBΔ ‐ Δ (transparency) is depth parameter  Set Δ based on depth of actual geometry  Superior to imposters because better visibility when penetrate

closeby objects

 Accuracy varies with no. of bits to represent Δ

2 bits 4 bits 8 bits

http://zeus.gup.uni-linz.ac.at/~ gs/research/nailbord/

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IBR: Pros and Cons

 Pros

 Simplifies computation of complex scenes  Rendering cost independent of scene complexity

 Cons

 Static scene geometry  Fixed lighting  Fixed look‐from or look‐at point

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References

 Kutulakos K, CSC 2530H: Visual Modeling, course

slides

 UIUC CS 319, Advanced Computer Graphics

Course slides

 David Luebke, CS 446, U. of Virginia, slides  Chapter 2 of RT Rendering  Suman Nadella, CS 563 slides, Spring 2005