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Eikonal Rendering: View Renderer
Eikonal Rendering: View Renderer
refEiko - View renderer
“Eikonal Rendering: Efficient Light Transport in Refractive Objects”, Ivo Ihrke, Gernot Ziegler, Art Tevs, Christian Theobalt, Marcus Magnor,
Hans-Peter Seidel
Overview: 2 main componentsOverview: 2 main components
System capable of Refractive Object Rendering:
• Light Simulator (pre-process, ~10 secs)
• View Renderer (real-time, 5-60 fps)
Renderer
• Shader Model >= 3.0 GPU
• Use OpenSceneGraph (v1.2) for the low level tasks, e.g. transparency sorting, mesh rendering, etc.
• nrEngine: script handling, resource management, …
• Volume Ray Casting
Scene Graph based rendering (depth and transparency sorting)
Renderer
• Full HDR coloralong complete rendering pipeline
• Post processing by PPUG (post-processing units graph)
• Completely scriptable
Scene RepresentationScene Representation
• XML description of a complete scene
• Supported objects:
– Camera
– Light
– Shader
– Texture
– Model (Mesh)
– Entity (Static, Voxel Volume)
– Environment Map (CubeMap, PlaneMap, ShadowCubeMap)
– Post Processing Unit
Scene graphScene graph
Root Node
RenderableRoot Node
Entity
EnvironmentMap
EntityLight Group
Light 1 Light 2Mesh (Geode) Mesh (Geode)
Entity
Volume renderingVolume rendering
• Volume rendering is required for our approach
• VoxelVolume class stays for an osg node handling volume rendering
• VoxelVolumeDrawable derived from osg::Drawable, implements volume rendering by a shader program
• Rendering by a proxy geometry (ray casting)
– Box primitive (default)
– Geode as a child-node
Post Processing EffectsPost Processing Effects
• Post processing by a so called PPU, post processing unit
• PPUs are combined into a graph
• Multiple inputs for each of PPU (osg::Texture)
• Multiple outputs (MRT) are implemented, but not well tested ;-(
• PPUG could contribute to osg as a new node kit
PP Effects (HDR bloom, Depth of Field, Motion Blur, [+ tone mapping])
Post Processing Units Graph (Depth of Field)Post Processing Units Graph (Depth of Field)
Color bypass
Depthmap bypass
DoF resample0.5
DoF resample0.5
DoF blurvertical
DoF blurhorizontal
DoF blurvertical
DoF blurhorizontal
DoF Result
Taken from http://www.daionet.gr.jp/~masa/archives/GDC2003_DSTEAL.ppt
Post Processing Units Graph (HDR Bloom + tone mapping)Post Processing Units Graph (HDR Bloom + tone mapping)
DoF Result
Downsample
Compute avg.luminance
Compute scaledluminance
BrightpassDownsample
Blur vertical Blur horizontalTone mapping
Based on http://msdn2.microsoft.com/en-us/library/bb173484.aspx
Summary & Future workSummary & Future work
• Nice renderer for our approach
• HDR rendering and scripting
• Osg 2.x is supported, but not well tested
• osgLua implementation required
• Possible contribution to the community by developing a new node kit osgPPU
• New SH4.0 features are in development, hence new contribution to osg will follow: Texture2DArray, GeometryProgram, …
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• Visit our implementation sketch at Thursday, 9th August, Room 3 at San Diego Convention Center:GPU-based Light Wavefront Simulation for Real-Time Refractive Object Rendering
• Google for Eikonal Rendering or just go to :
http://www.mpi-inf.mpg.de/resources/EikonalRendering/and download slides, videos and source code.
• Visit my Homepage http://www.tevs.eu ;-)
Discussion & DemoDiscussion & Demo