interpolatory, non-stationary subdivision for surfaces of revolution · 2010-02-02 · geometric...

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1

Dr. Scott Schaefer

Graphics Research

Games

Movies

Visualization

Industrial Design

Parallel Processing Power

IBM’s ASCI White, 4.9 TFLOPS

Fastest Computer in the World 2000ATI’s Radeon HD 5970

3200 processors, 4.64 TFLOPS

Problem

Problem

Tiny

Polygon Models

Very fast to render

Not smooth (faceted)

High-resolution models require:

lots of band-width

computational resources

memory

Goal: Higher Order Surfaces

Eliminate faceting artifacts – no polygons

Compact representation

Current Future

A Little History

Xbox 360

Launched Nov 22, 2005

GPU by ATI

Contained new feature

called a “tessellator”

Tessellator Unit

Tessellator

Tessellator Unit

Tessellator

Subdivision Surfaces

Used in movie and game industries

Supported by most 3D modeling software

Geri’s Game © Pixar Animation StudiosToy Story © Disney / Pixar

Subdivision Surfaces

Used in movie and game industries

Supported by most 3D modeling software

Geri’s Game © Pixar Animation StudiosToy Story © Disney / Pixar

Subdivision Surfaces

Subdivision Surfaces

Subdivision Surfaces

Subdivision Surfaces

Subdivision Surfaces

Subdivision Surfaces

Subdivision Surfaces

Subdivision Surfaces

Subdivision Surfaces

Subdivision Surfaces

Subdivision Surfaces

Subdivision Surfaces

Approximate Catmull-Clark Patches

RealFake

Approximate Catmull-Clark Patches

RealFake

Over 12X faster to evaluate!!!

Approximate Catmull-Clark Patches

Approximate Catmull-Clark Patches

FakeReal

Approximate Catmull-Clark Patches

Approximate Catmull-Clark Patches

FakeReal

Current Work

Truly smooth surfaces – no tangent patches

Includes triangles and quads

25% faster to evaluate

than previous work

Current Work

Truly smooth surfaces – no tangent patches

Includes triangles and quads

25% faster to evaluate

than previous work

Current Work

Truly smooth surfaces – no tangent patches

Includes triangles and quads

25% faster to evaluate

than previous work

Current Work

Truly smooth surfaces – no tangent patches

Includes triangles and quads

25% faster to evaluate

than previous work

Current Work

Truly smooth surfaces – no tangent patches

Includes triangles and quads

25% faster to evaluate

than previous work

Current Work

Truly smooth surfaces – no tangent patches

Includes triangles and quads

25% faster to evaluate

than previous work

Current Work

Truly smooth surfaces – no tangent patches

Includes triangles and quads

25% faster to evaluate

than previous work

Current Work

Truly smooth surfaces – no tangent patches

Includes triangles and quads

25% faster to evaluate

than previous work

Current Work

Truly smooth surfaces – no tangent patches

Includes triangles and quads

25% faster to evaluate

than previous work

Current Work

Truly smooth surfaces – no tangent patches

Includes triangles and quads

25% faster to evaluate

than previous work

Current Work

Truly smooth surfaces – no tangent patches

Includes triangles and quads

25% faster to evaluate

than previous work

DirectX 10 Pipeline

Input

Assembler

Vertex

Shader

Vertex Buffer

Index Buffer

Texture

Geometry

ShaderTexture

Stream Output

Rasterizer/

Interpolator

Pixel

Shader

Output

Merger

Depth/Stencil

Texture

Render Target

Hull

ShaderTexture

Domain

ShaderTexture

Tessellator

DirectX 11 Pipeline

Current Uses: GPU’s

DirectX 10.5 Nvidia Code Sample

Microsoft Demo part of DirectX 10 SDK

Current Uses: Video Games

Better geometry

Improved lighting

effects

More degrees of

freedom for advanced

geometry techniques

Current Uses: Movie Production

CSCE 441: Computer Graphics

CSCE 489: Computer Game

Development

Design and build a game over a semester

Graphics, networking, AI, physics, software

engineering, …

Submit game to IGF competition

CSCE 641:

Advanced Computer Graphics

CSCE 645: Geometric Modeling

Graphics Skills

Calculus

Linear Algebra

Differential Equations

Real Analysis

Graphics is mathematics made visible

Data Structures

Searching

Asymptotic Analysis

Parallel Computing

Mathematics Computer Science

Graphics at TAMU

Jinxiang Chai

Character Animation

Data-driven graphics and vision

Image-based rendering and modeling

Image and video processing

Scott Schaefer

Geometric Modeling

Deformation and Animation

Surface reconstruction

Scientific visualization

John Keyser

Robust Geometric Computation

Geometric and solid modeling

Physically-based simulation

Scientific visualization

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