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Introduction to Massive Model Visualization Patrick Cozzi Analytical Graphics, Inc.
Contents ,[object Object],[object Object],[object Object],[object Object],[object Object]
Computer Graphics Background ,[object Object],[object Object]
Computer Graphics Background ,[object Object],[object Object],(x 0 , y 0 , z 0 ) (x 1 , y 1 , z 1 ) (x 2 , y 2 , z 2 )
Computer Graphics Background ,[object Object],[object Object],viewer near plane far plane
Computer Graphics Background CPU GPU Monitor Vertex  Processing Geometry  Processing Fragment  Processing PCIe Bus Color Depth Stencil
Computer Graphics Background ,[object Object]
Example Massive Models Procedurally generated model of Pompeii: ~1.4 billion polygons. Image from [Mueller06]
Example Massive Models Boeing 777 model: ~350 million polygons. Image from http://graphics.cs.uni-sb.de/MassiveRT/boeing777.html
Example Massive Models
Trends ,[object Object],[object Object],[object Object],[object Object],Image from [Lakhia06]
Trends ,[object Object],[object Object],[object Object],[object Object]
Goal ,[object Object]
View Frustum Culling ,[object Object],rendered rendered rendered culled culled culled
View Frustum Culling 0 1 2 3 4 5 0 1 3 4 2 5
View Frustum Culling 0 1 2 3 4 5 0 1 3 4 2 5
View Frustum Culling ,[object Object]
Occlusion Culling ,[object Object],culled
Occlusion Culling ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Hardware Occlusion Queries ,[object Object],[object Object],[object Object]
Hardware Occlusion Queries ,[object Object],[object Object],[object Object]
Hardware Occlusion Queries ,[object Object],Draw   o1 Draw   o2 Draw   o3 Draw   o1 Draw   o2 Draw   o3 CPU GPU Query   o1 Query   o1 Draw   o1 Draw   o1 -- stall -- -- starve -- CPU GPU
Is Culling Enough?
Is Culling Enough?
Hardware Occlusion Queries ,[object Object]
Level of Detail ,[object Object],[object Object],[object Object],[object Object]
Discrete LOD ,[object Object],52,375 Triangles 69,541 Triangles
Discrete LOD Not enough detail  up close Too much detail  in the distance
Continuous LOD edge collapse vertex split Image from [Luebke01]
Hierarchical LOD ,[object Object],[object Object],4 Nodes 9,421 Triangles 16 Nodes 77,097 Triangles
Hierarchical LOD ,[object Object],[object Object],4 Nodes 9,421 Triangles 16 Nodes 77,097 Triangles
Hierarchical LOD visit(node) { if  (computeSSE(node) < pixel tolerance) { render(node); } else { foreach  (child  in  node.children) visit(child); } } Node  Refinement
Hierarchical LOD
Hierarchical LOD
Hierarchical LOD ,[object Object]
Hierarchical LOD ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Memory Management ,[object Object],[object Object],[object Object]
Out-of-Core HLOD visit(node) { if  ((computeSSE(node) < pixel tolerance) ||  (not all children resident)) { render(node); foreach  (child  in  node.children) requestResidency(child); } else { foreach  (child  in  node.children) visit(child); } }
Out-of-Core HLOD ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Out-of-Core Prefetching ,[object Object],[object Object]
Out-of-Core Prefetching ,[object Object],v v’ f f’
Out-of-Core Prefetching ,[object Object],[object Object],[object Object],[object Object],[object Object],0 1 2 3 4 5 6 7
Compression ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Render Disk De/re-compress
Cache Coherent Layouts ,[object Object],Vertex Shader Post VS Cache Pre VS Cache GPU Main Memory Primitive Assembly Reorder Triangles Reorder Vertices
Cache Coherent Layouts ,[object Object],[object Object],[object Object],[object Object]
Not Covered Today ,[object Object],[object Object],[object Object],[object Object],[object Object]
Summary ,[object Object],[object Object],[object Object]

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Introduction To Massive Model Visualization

Hinweis der Redaktion

  1. TODO: BV slide?
  2. Also good stuff for game engines
  3. 30-60 gig on disk. 12 CDs
  4. CPU 60% per year to two decades. Main memory and dis access only decreased by 7-10%
  5. Can be slower than brute force. When?
  6. Spatial data structures exploit spatial coherence. Visit nodes in front to back order. Useful for early-z and occlusion culling.
  7. The bounding volume usually has far less geometry. Expensive shaders required to render the object are not generally required to render the bounding volume. When only depth testing is enabled, as is the case when rendering the bounding volume, today’s GPUs use a higher-performance rendering path.
  8. Solutions: restricted triangles, runtime stitching, skirts