some thoughts on visibility - massachusetts institute of

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Some Thoughts on Visibility Frédo Durand MIT Lab for Computer Science Some Thoughts on Visibility Frédo Durand MIT Lab for Computer Science

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Page 1: Some Thoughts on Visibility - Massachusetts Institute of

Some Thoughts on Visibility

Frédo Durand

MIT Lab for Computer Science

Some Thoughts on Visibility

Frédo Durand

MIT Lab for Computer Science

Page 2: Some Thoughts on Visibility - Massachusetts Institute of

Visibility is hot !• 4 papers at Siggraph• 4 papers at the EG rendering workshop• A wonderful dedicated workshop in Corsica !

• A big industrial interest– game engines– CAD display– walkthroughs of huge scenes– shadows

Page 3: Some Thoughts on Visibility - Massachusetts Institute of

Plan• A multidisciplinary survey on visibility• Contributions of my thesis• Some thoughts

Page 4: Some Thoughts on Visibility - Massachusetts Institute of

A multidisciplinary survey• Problems• Classification• Methods

Page 5: Some Thoughts on Visibility - Massachusetts Institute of

Fields• computer graphics• computer vision• robotics• computational geometry

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Computer graphics• Hidden-surface removal• Shadows• Occlusion culling• Radiosity• Ray-tracing• Image-based rendering and modeling• Good viewpoint selection

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Computer vision• Model-based object recognition• Contour intersection• Sensor placement for known geometry• Object exploration/scanning

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Robotics• Motion planning• Pursuit-evasion• Self localization

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Computational geometry• Hidden-surface removal• Ray-shooting• Lines in space• Art galleries• 2D visibility graph construction• 2D visibility graph characterisation

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Classification• Object space• Image space• Viewpoint space• Line space

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Object space• Space partition• Path planning• Visual hull• Shadow volume, beams• Shafts• Portals• Limits of shadows of area light sources

penumbrapenumbraumbraumbra

source

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Image space• Advanced z-buffer

– shadow maps, item buffer, light buffer, hemicube– occluder footprints

• Hierarchical z-buffer• Soft shadow with convolution• Epipolar rendering• Shadow coherence in image space • Volumetric projections

object

blocker

viewpoint

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Viewpoint space• Aspect graph• À la aspect graph methods

– localization,pursuit, discontinuity meshing

• Viewpoint optimization• Frame to frame coherence

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Line space• Line space partition• Graphs in line space• Plücker coordinates• Stochastic approaches

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Conclusions• Many efficient method• Little understanding• In practice, sampling rules

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Thesis• Visibility Skeleton• Visibility Driven Hierarchical Radiosity• 3D Visibility Complex• Extended projections

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Visibility SkeletonGoal• Global visibility structure

– views– limits of shadows– appearance of objects– mutual visibility

• Characterise the changes in visibility– where?– how?

Page 18: Some Thoughts on Visibility - Massachusetts Institute of

Visual event• Appearance-disappearance of objects

(qualitative change of a view)

ev

2

1

3

Page 19: Some Thoughts on Visibility - Massachusetts Institute of

Visual event• Appearance-disappearance of objects

(qualitative change of a view)• « Wedge » defined by a vertex and an edge• Type EV e

v

Page 20: Some Thoughts on Visibility - Massachusetts Institute of

Visual event• Appearance-disappearance of objects• Limits of umbra

ev

Page 21: Some Thoughts on Visibility - Massachusetts Institute of

Critical and Extremal stabbing line• 1D set of lines going through e and v

(1 degree of freedom) • Extremity: extremal stabbing line (VV)

(0 degree of freedom)

e vv’

v"

Page 22: Some Thoughts on Visibility - Massachusetts Institute of

Visibility skeleton

Arc of the skeletonVisual event ev

veQ

P

Page 23: Some Thoughts on Visibility - Massachusetts Institute of

Visibility skeleton

Arc of the skeleton

Q

Visual event ev

Array indexed by the polygons Search tree

veQ

P

P

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Discussion• General structure of global visibility• Simple and local

– on-demand construction

• Future work issues– robustness (partial treatment)– complexity: scalability

(quadratic growth is unacceptable)

Page 25: Some Thoughts on Visibility - Massachusetts Institute of

Use of the skeleton for illumination• Exact computation of form-factors

– point-polygon

• Discontinuity meshing– scene subdivision along shadow boundaries– also for indirect lighting

• Refinement criterion– perceptual metric– error estimation

Page 26: Some Thoughts on Visibility - Massachusetts Institute of

Results• 492 polygons : 10 minutes 23 seconds

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Results

With skeleton: 11 minutes 10 seconds

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Discussion+ Precise and rapid+ High quality+ Difficult configurations+ Simple and efficient criterion

- Memory cost- Robustness- Scalability

Page 29: Some Thoughts on Visibility - Massachusetts Institute of

Visibility complexGoals• Framework to describe visibility• Characterise coherence• Origin of the visibility skeleton

Page 30: Some Thoughts on Visibility - Massachusetts Institute of

Visibility complex• Group rays which “see” the same objects

Page 31: Some Thoughts on Visibility - Massachusetts Institute of

Tangents• The objects seen by a ray changes

at the tangents

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Classification of lines• In 4D line space• Tangent

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Classification of lines• Line intersecting an object• Line intersecting two objects

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Maximal free segments• 1 line = many segments

– separated by intersections

• Same point in 4D space

Page 35: Some Thoughts on Visibility - Massachusetts Institute of

Visibility complex

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Visibility Complex• Defined for polygons and curved objects

– singularity theory for concave objects

• Size : ? (n) and O(n4)• Probabilistic analysis: O(n2,67)• Construction algorithm O(k+n3 log n)

– where k is the size

• Interpretation– views, shadow limits, aspect graph

• Moving objects

Page 37: Some Thoughts on Visibility - Massachusetts Institute of

Discussion+ Natural framework for visibility- unsatisfying complexity of the construction- Hard to implement

robustness problemstedious 4D adjacencies

+ Has permitted the development of the skeleton+ Probabilistic analysis

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Occlusion preprocessGoals• Display of large scenes• Rapid elimination of hidden objects• Preprocess

– determination of objects invisible from a volume– conservative computation

Page 39: Some Thoughts on Visibility - Massachusetts Institute of

On-line occlusion culling• [Greene 93, Zhang et al. 97]

– Projection from a point– overlap and depth test object

blocker

viewpoint

Page 40: Some Thoughts on Visibility - Massachusetts Institute of

Extended projections• Projection from a point volume• Overlap and depth test

object

blocker

cell

Page 41: Some Thoughts on Visibility - Massachusetts Institute of

Blocker fusion• Test of the object• the occlusion due to

the combinationof A and B is treated

object

B

cell

A

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Occlusion sweep• Initial projection plane

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Occlusion sweep• Re-projection• Projection of new blockers

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Occlusion sweep• Re-projection• Projection of new blockers

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Occlusion sweep• Re-projection• Projection of new blockers

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Discussion- More remaining objects than on-linemethods- No moving blockers

+ Blocker fusion+ No cost at display time+ Prediction capability

scenes which do not fit into main memorypre-fetching (network, disk)

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Discussion• Software-based online occlusion-culling is dead

– but research on point-based occlusion-culling is not!!

• Occluder generation/simplification• Semi quantitative methods

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Some thoughtswith a personal huge bias for graphics

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Misc• The step from 2D to 3D is high• 2 1/2D is useful• Worst case analysis is useless

(or at least not enough)• A lot of old problems come back!

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The situation• Modern graphics hardware is amazing• Sampling rules

• But still, visibility is not solved in these conditions

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3D models• Polygons become incredibly tiny• Models are messy• Other primitives arrive

– splines, nurbs– subdivision surfaces– points, IBR

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Different types of scenes• CAD/CAM one big localized object• Walkthroughs: large extent• Cities: 2.5 D

• polygonal soup

• We need to caracterize scenes!

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Scalability, multiresolution• Simplification (bottom up)• Geometry alone fails, we need transparency• Perceptual issues• Criteria

• What the hell do we want to do ????

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Robustness• Geometric algorithms are often fragile• Analytical calculations are not the answer• We need to treat degeneracies as such• For this, we need to detect them• This can be related to scalability:

– scale drives ?

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Dynamic scenes• A problem for 30 years• In practice, everything restarts from scratch• How can this be compatible with sampling?• Complete set of visual events too costly• We sort of have the analytical tools• Very frustrating!

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To summarize• Scene• Scalability• Robustness• Dynamic scenes

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Pilosophical conclusions• ? ?s ?ß???t? ?s ??eat!• Multidisciplinary• Brute force approaches are powerful• But they are not powerful enough

• So, visibility research is useful!

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Thank you