Efficient modeling of entangled details for natural scenes Eric - - PowerPoint PPT Presentation

efficient modeling of entangled details for natural scenes
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Efficient modeling of entangled details for natural scenes Eric - - PowerPoint PPT Presentation

Efficient modeling of entangled details for natural scenes Eric Gurin , Eric Galin, Franois Grosbellet Adrien Peytavie, Jean-David Gnevaux LIRIS CNRS France 1 Introduction PG Introduction Method Results Conclusion 2 2016


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Efficient modeling of entangled details for natural scenes

Eric Guérin, Eric Galin, François Grosbellet Adrien Peytavie, Jean-David Génevaux LIRIS – CNRS – France

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PG 2016

Introduction

Introduction Method Results Conclusion

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Context/problem

Introduction Method Results Conclusion

  • Natural scenes
  • Numerous details
  • Entangled
  • Different kinds

⇒Tedious authoring

Stones Grass tufts Twigs

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PG 2016

Related work

Simulations

Realistic Limited user control Does not scale + – –

Procedural

Control Specific Interpenetrations + – –

[Peytavie 2009] [Desbenoit 2006] [Hsu 2010] [Emilien 2015] [Grosbellet 2016]

Interactive editing

[Alsweis 2006]

Efficient Specific Memory + – –

Introduction Method Results Conclusion

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Our approach

Realistic Efficient Not object-specific Light in memory Scalable Controllable + + + + + +

Introduction Method Results Conclusion

  • Split the process into

two steps

1. Pre-compute collisions in a very dense tile 2. Fast Instantiation

  • Multiple control types

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  • Key observation: if not regular, repetitions are not visible
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The method

Introduction Method Results Conclusion

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Pipeline in 2 steps

Input objects Ghost Tile Density fields

Collision graph Candidates

  • 1. Ghost Tile

Generation

  • 2. Instantiation

Introduction Method Results Conclusion

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The method

Step 1 – Ghost tile construction

Introduction Method Results Conclusion

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Ghost tile

Objects O Frames F Collision graph G Ghost Tile T

O

1 1

O ⊕ −y

1 1 2

O

2

O

2 1

O1 O 2

Candidates

O = F (O )

j j i i i

F

1 1

F

2 2

F

1 2

O ⊕ −x

2 2

Introduction Method Results Conclusion

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Ghost tile construction

Introduction Method Results Conclusion

Algorithm

  • 1. Pick a random frame in the tile
  • 2. Compute intersections

inside the same tile in the neighbor tiles

  • 3. If intersection, add two reciprocal arcs in the graph

⇒ Repeat (and use a spatial acceleration)

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Distance between unions of spheres is easy

Collision detection

Leaf Stone

Introduction Method Results Conclusion

  • Volume approximated by spheres
  • Automatic or manual according to the

context

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The method

Step 2 : Instantiation

Introduction Method Results Conclusion

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Density description

Introduction Method Results Conclusion

Density functions

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fi : R3 → R

Stones density function Twigs density functionfi

fj

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Culling step

T ⊕ x Ghost Tile T f > 0 f = 0 f (a ) = 0

k j

ak

i

ak

j

f (a + t) > 0

k i

Introduction Method Results Conclusion

  • Remove candidates whose density

vanishes at anchor point(s)

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Instantiation step

Ghost Tile T T ⊕ −x O

3 1

T ⊕ x O ⊕ −x

4 1

O

2 1

O

1 1

O

4 1

Introduction Method Results Conclusion

  • Select the highest priority candidate (green)
  • Discard colliding candidates (orange)

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Priorities

Introduction Method Results Conclusion

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Random Altitude Distance to the boundary Distance to the boundary + partial filling

4.3k instances 4.5k instances 4.5k instances 3.8k instances

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Results

Introduction Method Results Conclusion

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Volumetric objects

Introduction Method Results Conclusion

Method that accounts for volumetric objects

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Control over density

19k instances 18k instances 23k instances

Introduction Method Results Conclusion

Density functions to control the relative density of each object type

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Complex scenes - Borie

Introduction Method Results Conclusion

63k flat stones Instantiation time 17s

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Complex scenes - Field

Introduction Method Results Conclusion

4.3M straw instances Instantiation time 54.6s

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Complex scenes - Meadow

Introduction Method Results Conclusion

Interactive authoring Standard stroke 1k instances in 1.5s

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Conclusion

Introduction Method Results Conclusion

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Conclusion

Introduction Method Results Conclusion

  • Limitations
  • No structure
  • No animation
  • General framework to model entangled

details

  • Two steps
  • 1. Offline pre-computation
  • 2. Instantiation
  • Efficient
  • Handle interpenetrations
  • Several user controls

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Thank you for your attention!

See video and more on: http://liris.cnrs.fr/eric.guerin/efficient-modeling-of-entangled-details-for-natural-scenes/

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