Equipment Quickened Versatile EWA Volume Splatting.

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Equipment Quickened Versatile EWA Volume Splatting. Wei Chen ZJU Liu Ren CMU Matthias Zwicker MIT Hanspeter Pfister MERL. Volume Splatting. Object-request technique 3D reproduction part focused at each voxel (circular Gaussian)
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Equipment Accelerated Adaptive EWA Volume Splatting Wei Chen ZJU Liu Ren CMU Matthias Zwicker MIT Hanspeter Pfister MERL

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Volume Splatting Object-request system 3D recreation piece focused at each voxel (curved Gaussian) Voxel commitment = 2D foot shaped impression (shading, darkness) Weighted foot shaped impressions amassed into picture 2D foot shaped impressions = splats Screen Voxel parts

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Related Work Quality Westover1989 Crawfis 1993 EWA Swan 1997 Mueller 1999 Image-adjusted Huang 2000 Zwicker 2001 Our work Swan Xue 2003 Axis-adjusted Speed Fast splats Texture splats OpenGL ex Software

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Outline EWA volume splatting Adaptive EWA splatting GPU usage Results and conclusions

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EWA Volume Splatting Low-Pass Filter Projection W Convolution EWA volume resampling channel Compensate associating ancient rarities because of point of view projection EWA Filter = low-pass channel twisted remaking channel Volume

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EWA Volume Splatting (512x512x3) Reconstruction channel just: 6.25 fps EWA channel: 4.97 fps Low-pass channel just: 6.14 fps EWA channel: 3.79 fps

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Analysis of EWA Filter Minification Warped recon-struction bit Low-pass channel Resampling channel Magnification

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Analysis of EWA Filter Shape of EWA Splat is reliant on separation from the perspective plane r h Low-pass channel range r k Reconstruction channel sweep EWA splat u 2 Distance to the perspective plane Note that

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Adaptive EWA Filtering Warped recon-struction portion Low-pass channel Resampling channel if u 2 > An utilization low-pass channel if A<u 2 < B use EWA channel if u 2 < B use reproduction channel

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Patch Processing Process a 8 x 8 patch of voxels at once Filter determination in light of four corners of every patch (pick littlest) Traversal request Patch Distance

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Adaptive EWA Volume Splatting (512x512x3) Adaptive EWA channel: 6.88 fps EWA channel: 4.83 fps Adaptive EWA channel: 1.84 fps EWA channel: 1.75 fps

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Outline EWA volume splatting Adaptive EWA splatting GPU execution Results and conclusions

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Object-Space EWA Splatting Projection Vertex shader calculation Texture mapping Textured quad Object-space EWA splatting with composition mapping [Ren et al. Eurographics 2002] EWA Splat (circular Gaussian) Texture (unit Gaussian) (1,1) (0,1) (0,0) (1,0) Unit quad

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Proxy Geometry Template . . . Rectilinear volumes: utilize one intermediary geometry layout for all cuts in every bearing Store vertex files in AGP memory Regularity Voxel geometry Quad geometry Proxy geometry format

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Vertex Compression Compress every vertex to 32 bits Decompression on-the-fly in programmable equipment To store vertex data of 256x256x256 volume in feature memory Without pressure 2,048 MBytes  With pressure 12 MBytes  Retained-mode equipment speeding up practical

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Retained versus Quick Mode Factor of ~10 change

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Interactive Classification: Opacity Culling Hardware-quickened rundown based traversal For every cut For each 32 x 32 patch of voxels (littler lists) Indices of intermediary geometry composed into iso-quality records utilizing pail sort; CPU consolidations records on-line Render just iso-worth records with noticeable voxels 0 128 Patch 256

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Interactive Classification: Opacity Culling Includes changes to TF each edge Factor of ~10 change

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Deferred Shading Volume surface access is just conceivable in section programs * However, per piece shading is lavish Solution: conceded shading in two passes * Newer GPUs permit composition access in vertex programs

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Deferred Shading Pass one: 3D surface access, characterization and enlightenment in vertex shader, render one pixel for every voxel Pass two: reuse the pixel information from the first go to shade the 2D foot shaped impression Performance pick up: 5%-10% speedup Pass one Pass two Final result

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Experiments P4 2.4 GHz ATI 9800 Pro with 256 MB RAM Direct3D 9.0b with VS 2.0 and PS 2.0 Vertex shader guidelines

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Sheet-cushion Composition 0.80 fps 3.00 fps 3.45 fps Axis-adjusted traversal, expansion in sheet cradles, then mixing front-to-back

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UNC Head: 208x256x225 #Rendered splats: 2,955,242 2.86 fps 8.5M splats/sec

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Bonsai: 256x256x128 #Rendered splats: 274,866 7.53 fps 2M splats/sec

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Engine: 256x256x110 #Rendered splats: 247,577 10.28 fps 2.5M splats/sec

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Lobster: 301x324x56 #Rendered splats: 555,976 10.60 fps 5.9M splats/sec

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Our Contributions Adaptive EWA calculation Volume information pressure Retained-mode equipment increasing speed Interactive darkness separating Deferred two-pass shading

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Future Work Image-adjusted EWA volume splatting Irregular volume splatting Pointsprites in OpenGL Floating point surfaces Vertex composition for grouping

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Acknowledgments Jessica Hodgins (CMU) Markus Gross (ETH)

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