architectural walkthroughs
DESCRIPTION
Architectural Walkthroughs. CG Lab 박사 3 차 류승택. 발표 내용. 가상공간에서의 실시간 렌더링 관련 논문 (UNC) “Architectural Walkthroughs Using Portal Textures”, 1997 년 (IEEE Visualization 97) “3D Image Warping in Architectural Walkthroughs”, 1998. 3 (VRAIS ‘98) - PowerPoint PPT PresentationTRANSCRIPT
Architectural Walkthroughs
CG Lab
박사 3 차류승택
발표 내용
가상공간에서의 실시간 렌더링 관련 논문 (UNC)
“Architectural Walkthroughs Using Portal Textures”, 1997 년 (IEEE Visualization 97)
“3D Image Warping in Architectural Walkthroughs”, 1998. 3 (VRAIS ‘98)
“Efficient Warping for Architectural Walkthroughs using LDIs”, 1998. 10 (IEEE Visualization 98)
“Image for Accelerating Architectural Walkthroughs”, 1998. 12 (CG&A)
기본 개념
High quality architectural walkthroughs require large and complex models reducing rendering time
• Subdividing it into cells and portals– Using Portal Culling– do not reduce the amount enough
• Portal Texture– the use of images at portals as replacements for the geometry
seen through the portal
Portal Culling vs Portal Texture
<Portal Culling> <Portal Texture>
Portal Texture: Image
Portal Texture
Portal Texture 의 표현 using conventional texture using image based rendering
• using image warping
• using Layered Depth Image
Conventional texture: Texture selection
Conventional texture: Constrained Model
Define values Viewing Height Sampling Distance Transition Distance Viewing Angles
Conventional texture: Morphing
Conventional texture: visibility-determination algo.Visibility(cell, frustum) {
Mark cell visibleCull cell to frustumForeach portal {
Cull portal to frustumif (portal is visible) {
if (portal in transition)Initialize transition
else if (portal is texture)Choose best texture sample
else if (portal is geometry)Visibility(portal’s adjacent cell, culled frustum)
}if (portal in transition) {
Next transition stepif (portal->texture finished)
Choose best texture sampleif (texture->portal finished)
Visibility(portal’s adjacent cell, culled frustum)}
}}
Conventional Texture : Problem
Texture single texture
• 커다란 그림이 벽에 걸려 있는 듯한 느낌 Multiple textures
• switch between them as we move
• disadv: – popping effect, motion parallax
• solution
– image warping
Portal Warping: Image Warping
Image Warping
Portal Warping: Exposure
Solution increase the number
of reference image per portal warp multiple reference images
• three visibility cases – both reference image contains information about the same
geometry– one image contains information absent from the other image
» resolve visibility----> use z-buffering– information about some geometry is missing from both images
Portal Warping: Problem
Problem Incorrect visibility
• Do not guarantee correct visibility when multiple images are warped to the desired view
• using expensive z-buffering
redundant works• warping two images incurs redundant work since many of the
samples are identical.
Layered Depth Images
Construction LDIs• central image is stored in the LDI
• remaining images are warped to the plane of the central image
– sample lands at an empty location» Store
– sample lands at an occupied location
» store only if it represents a different surface
» Threshold or Color
Warping LDIs• it behaves like like a single image
when warped
Images:Single reference vs Two references
Images:LDI vs Geometry
Images:Layers of a LDIs