Ray Space Factorization for FromRegion Visibility区域能见度的光线空间分解.pptVIP

Ray Space Factorization for FromRegion Visibility区域能见度的光线空间分解.ppt

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Ray Space Factorization for FromRegion Visibility区域能见度的光线空间分解

Ray Space Factorization for From-Region Visibility Tommer Leyvand Olga Sorkine Daniel Cohen-Or Tel-Aviv University, Israel From-Region Visibility Problem of identifying which parts are visible from a region (viewcell) Entire Model Visibility Set Valid from within the viewcell From-Region visibility is 4D A ray exists the viewcell through a 2D surface and enters the target region through a 2D surface Dimensionality of From-Region Visibility viewcell From-Region Occluder Fusion Wonka et.al. EGRW 2000 Koltun et.al. EGRW 2000 Schaufler et.al. SIGGRAPH 2000 Durand et.al. SIGGRAPH 2000 A Ray Space Technique s=0 t=0 1/4 1/2 1/2 3/4 1/4 3/4 1/4 1/2 3/4 1 0 s t Primary Space Ray Parameter Space A Ray Space Technique (Cont.) Appropriate for 2D from-region visibility Exact (up to discretization) Can be realized with common graphics hardware Can be used to accelerate 2.5D from-region visibility Koltun et.al. EGRW’ 2001 Bittner et.al. PG2001 Our Factorization We factor the 4D visibility problem into horizontal and vertical components Horizontal direction Vertical direction Ray Space Approach Umbra Merging Approach Lumigraph/Light Field A 2D grid of 2D images v u Light field Vertical Slice The visibility is solved within each vertical slice Horizontal direction Vertical direction A vertical slice Within a vertical slice Our Main Contribution A factorization that Exploits vertical coherence Maps to the graphics card Algorithm Overview s t R R ‘ Horizontal direction Vertical slice Per object: Parameterization of vertical slices Umbra encoding v s t Parameter Space footprint Vertical umbra Algorithm Overview (Cont.) Parameterization of vertical slices Umbra encoding and visibility test Merging umbrae s t R R ‘ Horizontal direction Vertical direction v s t Parameter Space footprint Vertical umbra Horizontal Parameterization Produces a 2D polygonal footprint of scene objects Project scene objects onto the ground plane Maps planes slicing both the viewcell and some object int

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