an application of tetrahedrisation to from-point visibility honours project proposal gerard ryan and...
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![Page 1: An Application of Tetrahedrisation to From-Point Visibility Honours Project Proposal Gerard Ryan and Brendon Miszka gyran@cs.uct.ac.za bmiszka@cs.uct.ac.zagyran@cs.uct.ac.zabmiszka@cs.uct.ac.za](https://reader035.vdocuments.us/reader035/viewer/2022081821/56649ec65503460f94bd17c7/html5/thumbnails/1.jpg)
An Application of Tetrahedrisation to From-Point Visibility
Honours Project Proposal
Gerard Ryan and Brendon Miszka [email protected] [email protected]
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Introduction
• In typical 3D scenes most primitives are not visible from a given viewpoint. Thus it would be desirable to determine (quickly) which primitives are invisible to save rendering calculations.
• Algorithms that eliminate invisible primitives from the rendering pipeline are known as visibility-culling algorithms.
• We propose tetrahedrising the view-point space (filling the space between objects with pyramid-like structures).
• The resulting tetrahedrisation will then be used in conjunction with from-point visibility algorithms that can be tuned to be exact, conservative or aggressive.
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Motivation
• High quality rendering of complex scenes– Complex lighting and texture calculations. – Performed for every pixel.
• Realistic lighting effects– Visibility information can be used to determine which polygons a light can “see”. – This allows for advanced lighting effects such as realistic shadows.
• AI Agent visibility– Determine what an artificial agent is able to ‘see’ in a given scene. – Obtain more intelligent and realistic responses to changes or actions performed
in their ‘world’.• Portable computers and hand-held devices
– Portable and hand-held devices do not come standard with high performance graphics card.
– Beneficial to remove as many polygons as possible when rendering.
• Graphics hardware has improved, can typically render all of the geometry of a scene at such a high rate. Little saving from software visibility culling.
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Tetrahedrisation 1
• In 2D, the triangle is the simplest polygon.• Thus convenient to use triangles when
partitioning 2D surfaces or connecting point sets.
• Given a set of points in a plane, there are many methods for connecting those points using triangles.
• The Delaunay Triangulation is a good example of such an algorithm.
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Tetrahedrisation 2
Simple Example of a Delaunay triangulation of a point set
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Tetrahedrisation 3
• In 3D, the tetrahedron is the simplest geometric object.
• Thus in 3D, point sets or polyhedra can be partitioned using tetrahedra.
• It is proposed to tetrahedrise the polyhedron corresponding to the view-point space that is not occupied by objects.
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From-Point Visibility 1
• A way of determining what is visible from a given view-point.– Not from a given region
• Computed at run-time– Should be fast
• Will make use of the tetrahedrisation computed for the scene.
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From-Point Visibility 2
• From a given point;– Determine which
tetrahedron is currently occupied by point.
– Project outwards through vertices of a single face of the tetrahedron.
– Follow projections until ‘objects’ are intersected. Partial intersections will affect continued projection.
– Repeat for all faces.
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From-Point Visibility 3
• Different classes of visibility-culling algorithm:– Exact; returns exactly that which is visible.– Conservative; provides an overestimate of
what is visible.– Aggressive; may result in false ‘invisibility’
errors.– Approximate; results in both false ‘invisibility’
and ‘visibility’ errors.
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Collaborative work
• A simple renderer will need to be implemented.– Aid in testing and demonstration of system.– Provide visual feed-back of results.
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Key Success Factors
• Minimize pre-processing times.• Tetrahedra should be convenient for use with
visibility-culling algorithm.• Visibility-culling algorithm should perform within
acceptable limits on standard machines.• Both algorithms should be robust.• System should be scalable, maintaining
reasonable performance for larger scenes.• Code should be platform independent.
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Questions?
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Questions?