spatial data structure: quadtree, octree,and bsp tree mengxia zhu fall 2007

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Spatial Data Structure: Quadtree, Octree,and BSP tree Mengxia Zhu Fall 2007

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Spatial Data Structure: Quadtree, Octree,and BSP treeMengxia Zhu

Fall 2007

Hierarchical structure

Data usually contains coherent regions of cells with similar properties

hierarchical spatial enumeration encode the coherence in the volume data.

Is actually nothing more then a data structure built by recursive subdivision.

if a parent is not important then it's children aren't either.

Quadtrees Efficient storage of 2D data Completely non-important regions are represented

by one cell; recursive subdivision done on others

Octrees

Counterpart of Quadtree in 3D

Each node has eight children instead of four

Level 0 Level 1 Level 2Cell 1,1,1 Voxel 1,1,1

Voxel 5,5,5

Recursive Subdivision Recursive function for empty region construction:

otherwise

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otherwise

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for m=1,2….M

Case study: quad-tree in ray casting

Also, in isosurface extraction. Min and Max value range

Hidden Surface Removal (HSR)

Why might a polygon be invisible?outside the field of viewbackfacingoccluded by object(s) closer to the viewpoint

we want to avoid spending time on these invisible polygons

Back-Face Culling Most objects are opaque. Avoid drawing any portion

of an object that lies behind an opaque object, as seen from the camera’s point of view. Back-face removal algorithm:

polygons whose normals point away from the camera are

always occluded There is only a single object, and can fail if the object is not

convex. Reduces by about half the number of polygons to be

considered for each pixel. Every front-facing polygon must have a corresponding rear-facing one

Occlusion

For a scene consists of a sequence of intersecting objects.

Correct occlusion relationship is required in order to render correct image.

Painter’s algorithm

Draw polygons as an oil painter might: The farthest one first.

Render the object from the back to front. Problem arise when no explicit visibility order can

be found by forming a relationship cycle.

Binary Space Partition Trees

BSP tree: traversed in a systematic way to draw the scene with HSR Preprocess: organize all of polygons (hence partition)

into a binary tree data structure Runtime: correctly traversing this tree enumerates

objects from back to front Idea: divide space recursively into half-spaces by

choosing splitting planes Splitting planes can be arbitrarily oriented

BSP Arbitrary plane split the space into two

half-spaces: Outside: the side pointed to by the outward-

pointing normal to the plan Inside: the other half-space

Inside ones Outside ones

BSP Trees: Objects

BSP Trees: Objects

BSP Trees: Objects

BSP Trees: Objects

BSP Trees: Objects

Rendering BSP Trees

RenderBSP(BSPtree *T) BSPtree *near, *far; if (T is a leaf node) RenderObject(T) if (eye on inside side of T->plane) near = T->left; far = T->right; else near = T->right; far = T->left; RenderBSP(far); RenderBSP(near);

Rendering BSP Trees

Rendering BSP Trees

BSP Tree Construction Split along the space defined by any plane Classify all polygons into left or right half-space

of the plane If a polygon intersects plane, split polygon into two

and classify them both Recurse down the left half-space Recurse down the right half-space

No bunnies were harmed in previous example But what if a splitting plane passes through an object?

Split the object; give half to each node

Discussion: BSP Tree Cons

Ouch

Summary: BSP Trees Pros:

Preprocess done once Only writes to framebuffer (no reads to see if current

polygon is in front of previously rendered polygon, i.e., painters algorithm)

Cons: Computationally intense preprocess stage Slow time to construct tree Splitting increases polygon count

The Z-Buffer Algorithm

Both BSP trees and Warnock’s algorithm (subdivide primitive into viewports in a recursive way) were proposed when memory was expensive Example: first 512x512 framebuffer > $50,000!

Ed Catmull (mid-70s) proposed a radical new approach called z-buffering.

The big idea: resolve visibility independently at each pixel

The Z-Buffer Algorithm

We know how to rasterize polygons into an image discretized into pixels:

The Z-Buffer Algorithm

What happens if multiple primitives occupy the same pixel on the screen? Which is allowed to paint the pixel?

The Z-Buffer Algorithm

Idea: retain depth (Z in eye coordinates) through projection transformUse canonical viewing volumesEach vertex has z coordinate (relative to eye point)

intact

The Z-Buffer Algorithm

Augment framebuffer with Z-buffer or depth buffer which stores Z value at each pixelAt frame beginning, initialize all pixel depths to When rasterizing, interpolate depth (Z) across

polygon and store in pixel of Z-bufferSuppress writing to a pixel if its Z value is more

distant than the Z value already stored there

Interpolating Z

Edge equations: Z is just another planar parameter:

z = (-D - Ax – By) / C If walking across scanline by (x)

znew = zold – (A/C)(x) Look familiar? Total cost:

1 more parameter to increment in inner loop

3x3 matrix multiply for setup

Edge walking: just interpolate Z along edges and across spans

Z-Buffer Pros

Simple!!! Easy to implement in hardware Polygons can be processed in arbitrary order Easily handles polygon interpenetration Enables deferred shading

Rasterize shading parameters (e.g., surface normal) and only shade final visible fragments

Z-Buffer Cons

Lots of memory (e.g. 1280x1024x32 bits) With 16 bits cannot discern millimeter differences in objects at 1 km

distance Read-Modify-Write in inner loop requires fast memory Hard to do analytic antialiasing

We don’t know which polygon to map pixel back to Hard to simulate translucent polygons

We throw away color of polygons behind closest one

Reference

Slides from David Brogan at University of Virginia