The Holodeck Intuitive Beam Store.


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The Holodeck Intuitive Beam Store. Greg Ward, Example Maryann Simmons, UCB. The Driving Vision. Beam following with intelligent showcase Exact worldwide and neighborhood light Intuitive walk-throughs of non-diffuse situations show representation for movement input
Transcripts
Slide 1

The Holodeck Interactive Ray Cache Greg Ward, Exponent Maryann Simmons, UCB

Slide 2

The Driving Vision Ray following with intuitive showcase Accurate worldwide and nearby light Interactive walk-throughs of non-diffuse situations show representation for movement input No squandered calculation i.e., don’t discard what we’ll need once more

Slide 3

The Holodeck Ray Cache Rays packaged in pillars going in one cell and out another on a segment divider

Slide 4

View-Beam Correspondence “Internal” Section “External” Section

Slide 5

Example Holodecks Internal Sections External Section (view from inside) (view from outside)

Slide 6

Progressive Rendering SP Octane following 10 seconds... after 1 minute

Slide 7

Moving... beginning perspective start move... ...end move new specimens come in

Slide 8

Holodeck File Structure Holodeck may have different areas every segment has its own particular registry every pillar test (beam) takes 10 bytes

Slide 9

Holodeck Operation Holodeck server oversees holodeck record Display driver oversees what the client sees and does Sample generator(s) register new beam tests to use in holodeck

Slide 10

rtrace Holodeck Server rtrace Holodeck File Batch Rendering Mode

Slide 11

Holodeck Display Server Driver Display Holodeck & Input File Display Only Mode

Slide 12

rtrace Holodeck Display Server Driver rtrace Display Holodeck & Input File Interactive Rendering

Slide 13

Subproblems to Solve Holodeck reserve administration overseeing shaft demands LRU bar substitution plan Parallel rendering procedure synchronization and information sharing User communication and showcase figuring out which bars to demand show representation and tone mapping

Slide 14

Holodeck Cache Management Sort and keep up bar solicitation list Nrequested/(Ncomputed+1) need Load information from holodeck into memory When memory store cutoff is come to, utilize LRU plan to free space As bar sizes develop, keep up document piece rundown to enhance plate use Recover from framework slips

Slide 15

Parallel Rendering Coarse-grained parallelization numerous beam following procedures sharing memory and information however much as could reasonably be expected Beam bundles relegated to keep up most extreme line size on every procedure Packets came back to server, which reserves them and passes them on to show driver

Slide 16

User Interaction and Display Get client information perspective movement and control charges Determine bars relating to see scanty, jittered perspective inspecting ought to be steady for little movements Display bar test information need 2.5-D middle of the road representation fill in holes & resolve multidepth tests

Slide 17

Display Representation Quadtree representation w/X11 straightforward, quick, appalling Vornoi cell representation w/OpenGL basic, very nearly as quick, not as revolting Spherical Delaunay network w/OpenGL not basic, really quick, less monstrous

Slide 18

Quadtree Representation One example for each leaf No filling Average filling

Slide 19

Multidepth Samples Because beams don\'t go precisely through perspective point, multidepth tests result after reprojection to stay away from loss of picture core interest. Our presentation system must take care of this.

Slide 20

Voronoi Cell Representation Draw nearby geometry with OpenGL Constrain cones along profundity discontinuities Cones seen from above make Voronoi cells

Slide 21

Driver Comparison Quadtree representation Voronoi representation Mesh representation

Slide 22

Mesh Representation Maintain Delaunay triangulation of circle fixated on ebb and flow eye point every cross section vertex is a beam test vertex tests are included powerfully see turn utilizes the same lattice perspective change may bring about new work Mesh triangles are Gouraud shaded new triangles are drawn over old ones

Slide 23

Mesh Representation (2) Samples put away in round cross section around eye point circular quadtree utilized for vertex area and frustum separating quick vertex insertion is key

Slide 24

Example Mesh Rendering From prior movement grouping:

Slide 25

Dynamic Tone Mapping Quickly delineate scope of scene tests into element scope of presentation guide each specimen; upgrade on redraw Optionally coordinate human perceivability make noticeable in plain view what is obvious, all things considered, Use [Larson et al] from TVCG ‘97 histogram alteration strategy

Slide 26

Tone Mapping Example Linear Camera model Human model

Slide 27

Stereo Display Driver Use “full screen” stereo bolstered on most stages decreased vertical determination insignificant Draw left and right cradle on the other hand twin representation in Voronoi driver single representation in cross section driver Stereo impact is extremely solid tends to show triangles a lot

Slide 28

Local Dynamic Objects Compute lighting for neighborhood articles utilizes holodeck tests a la [Walter97] OpenGL neighborhood shading is inexact little movements oblige rerendering just Currently actualized in trial structure manual item arrangement no liveliness exhibits standards, attainability

Slide 29

Local Dynamic Objects (2) Sources figured from holodeck Local article model Wastebasket lit by OpenGL

Slide 30

Roll Video Example intuitive session Multiple processor execution Local item brightening and rendering

Slide 31

Conclusion New system for intelligent beam following Multiprocessor beam computation Dynamic beam reserving Intermediate representation for showcase Local articles with surmised shading Applications in visual recreation, building design, virtual reality

Slide 32

Software Availability Radiance 3.4 from LBNL incorporates holodeck: http://radsite.lbl.gov/brilliance/

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