art-based rendering with continuous levels of detail lee markosian, barb meier, michael kowalski,...

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Art-based Rendering with Continuous Levels of Detail Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes.

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Page 1: Art-based Rendering with Continuous Levels of Detail Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes

Art-based Rendering with Continuous Levels of Detail

Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes.

Page 2: Art-based Rendering with Continuous Levels of Detail Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes

Graftal textures

“Art-based Rendering of Fur, Grass and Trees,”

by Kowalski, Markosian, Northrup, Bourdev, Barzel, Holden, and Hughes.

Siggraph 99.

Page 3: Art-based Rendering with Continuous Levels of Detail Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes

video

Page 4: Art-based Rendering with Continuous Levels of Detail Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes

Problems

• Coherence– excessive introduction/elimination of graftals– popping

• Graftal textures defined in code– hard to edit– how to extend with UI?

Page 5: Art-based Rendering with Continuous Levels of Detail Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes

A new framework

• Drawing primitives– triangle strips (or fans)– Strokes

• Graftals

Page 6: Art-based Rendering with Continuous Levels of Detail Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes

Tufts

A tuft is a hierarchical collection of graftals

Page 7: Art-based Rendering with Continuous Levels of Detail Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes

Basic graftals

• Collection of drawing primitives

• Canonical vertices

• Local coordinate frame– Affine map transforms canonical

vertices to the local frame

Page 8: Art-based Rendering with Continuous Levels of Detail Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes

The local frame

• Base position (e.g. on surface)• y´ (e.g. surface normal) • x´ (e.g. cross product of y´ and view

vector)

y

x

canonical space

y´ x´

local frame

M

Page 9: Art-based Rendering with Continuous Levels of Detail Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes

Placement and duplication

• Designer creates a few “example graftals”

• Duplicates of these are distributed over surfaces (“static” placement)– explicit distribution– procedural distribution

• In duplication, graftal parameters can be varied randomly within specified range of values

Page 10: Art-based Rendering with Continuous Levels of Detail Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes
Page 11: Art-based Rendering with Continuous Levels of Detail Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes

Level of detail (LOD)• Each graftal computes a desired LOD• Then draws its primitives accordingly

– each primitive has an associated threshold value

– it’s drawn if the computed LOD exceeds the threshold

Page 12: Art-based Rendering with Continuous Levels of Detail Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes

Computing LOD

• Desired LOD is quantified by value 0 computed from 3 values:

(depends on apparent size) (depends on orientation) (depends on elapsed time since graftal’s

introduction)

Page 13: Art-based Rendering with Continuous Levels of Detail Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes

is the ratio of the graftal’s current screen size to its “expected” screen size

= 1 = .7 = 1.4

Page 14: Art-based Rendering with Continuous Levels of Detail Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes

Computing

lies in the range [0, 1]

• We use to suppress the final LOD value in some regions

• E.g., = 1 - |v · n|

Page 15: Art-based Rendering with Continuous Levels of Detail Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes

Tufts

Graftals in a tuft are grouped into levels

level 1 level 2

Page 16: Art-based Rendering with Continuous Levels of Detail Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes

Tufts, cont’d

• Each level i has an associated value i

• Graftals at level i are drawn if i

• Actually, we use hysterisis to choose the current active level– discourages level transitions

Page 17: Art-based Rendering with Continuous Levels of Detail Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes

Computing

is used to smoothly introduce graftals when a given level becomes active

• Each level has an associated “transition time,” e.g. 0.8 seconds

• Say the level became active 0.6 seconds ago

• Then = 0.6 / 0.8 = 0.75

Page 18: Art-based Rendering with Continuous Levels of Detail Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes

Using

can be used to animate or morph a graftal’s shape– we’ve done this by scaling and rotating graftals

• It can also affect the computed LOD – e.g. =

Page 19: Art-based Rendering with Continuous Levels of Detail Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes

Demo: truffula scene

Page 20: Art-based Rendering with Continuous Levels of Detail Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes

Demo: night scene

Page 21: Art-based Rendering with Continuous Levels of Detail Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes

Conclusions

• New framework provides more flexibility– range of graftal looks / behaviors– editing text files easier than writing code

• Much better temporal coherence

Page 22: Art-based Rendering with Continuous Levels of Detail Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes

Conclusions, cont’d

• New approach is slower for complex scenes– night scene takes about 1 fps– work is expended on off-screen graftals– should use culling

• Handling of LOD is too inflexible– levels have pre-assigned order

Page 23: Art-based Rendering with Continuous Levels of Detail Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes

Future work

• Generalize handling of LOD

• UI for directly sketching graftals

• UI for sketching other stroke-based textures by example

• UI for sketching free-form shapes– continuing work on “skin” (Siggraph 99)

• Integrating these into a single system

Page 24: Art-based Rendering with Continuous Levels of Detail Lee Markosian, Barb Meier, Michael Kowalski, Loring Holden, J. D. Northrup, and John Hughes