interpolatory, non-stationary subdivision for surfaces of revolution · 2010-02-02 · geometric...
TRANSCRIPT
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1
Dr. Scott Schaefer
Graphics Research
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Games
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Movies
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Visualization
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Industrial Design
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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
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Problem
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Problem
Tiny
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Polygon Models
Very fast to render
Not smooth (faceted)
High-resolution models require:
lots of band-width
computational resources
memory
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Goal: Higher Order Surfaces
Eliminate faceting artifacts – no polygons
Compact representation
Current Future
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A Little History
Xbox 360
Launched Nov 22, 2005
GPU by ATI
Contained new feature
called a “tessellator”
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Tessellator Unit
Tessellator
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Tessellator Unit
Tessellator
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Subdivision Surfaces
Used in movie and game industries
Supported by most 3D modeling software
Geri’s Game © Pixar Animation StudiosToy Story © Disney / Pixar
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Subdivision Surfaces
Used in movie and game industries
Supported by most 3D modeling software
Geri’s Game © Pixar Animation StudiosToy Story © Disney / Pixar
![Page 16: Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric Modeling Deformation and Animation Surface reconstruction Scientific visualization](https://reader033.vdocument.in/reader033/viewer/2022050100/5f3f56cba764c908b85eb85b/html5/thumbnails/16.jpg)
Subdivision Surfaces
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Subdivision Surfaces
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Subdivision Surfaces
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Subdivision Surfaces
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Subdivision Surfaces
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Subdivision Surfaces
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Subdivision Surfaces
![Page 23: Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric Modeling Deformation and Animation Surface reconstruction Scientific visualization](https://reader033.vdocument.in/reader033/viewer/2022050100/5f3f56cba764c908b85eb85b/html5/thumbnails/23.jpg)
Subdivision Surfaces
![Page 24: Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric Modeling Deformation and Animation Surface reconstruction Scientific visualization](https://reader033.vdocument.in/reader033/viewer/2022050100/5f3f56cba764c908b85eb85b/html5/thumbnails/24.jpg)
Subdivision Surfaces
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Subdivision Surfaces
![Page 26: Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric Modeling Deformation and Animation Surface reconstruction Scientific visualization](https://reader033.vdocument.in/reader033/viewer/2022050100/5f3f56cba764c908b85eb85b/html5/thumbnails/26.jpg)
Subdivision Surfaces
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Subdivision Surfaces
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Approximate Catmull-Clark Patches
RealFake
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Approximate Catmull-Clark Patches
RealFake
Over 12X faster to evaluate!!!
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Approximate Catmull-Clark Patches
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Approximate Catmull-Clark Patches
FakeReal
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Approximate Catmull-Clark Patches
![Page 33: Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric Modeling Deformation and Animation Surface reconstruction Scientific visualization](https://reader033.vdocument.in/reader033/viewer/2022050100/5f3f56cba764c908b85eb85b/html5/thumbnails/33.jpg)
Approximate Catmull-Clark Patches
FakeReal
![Page 34: Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric Modeling Deformation and Animation Surface reconstruction Scientific visualization](https://reader033.vdocument.in/reader033/viewer/2022050100/5f3f56cba764c908b85eb85b/html5/thumbnails/34.jpg)
Current Work
Truly smooth surfaces – no tangent patches
Includes triangles and quads
25% faster to evaluate
than previous work
![Page 35: Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric Modeling Deformation and Animation Surface reconstruction Scientific visualization](https://reader033.vdocument.in/reader033/viewer/2022050100/5f3f56cba764c908b85eb85b/html5/thumbnails/35.jpg)
Current Work
Truly smooth surfaces – no tangent patches
Includes triangles and quads
25% faster to evaluate
than previous work
![Page 36: Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric Modeling Deformation and Animation Surface reconstruction Scientific visualization](https://reader033.vdocument.in/reader033/viewer/2022050100/5f3f56cba764c908b85eb85b/html5/thumbnails/36.jpg)
Current Work
Truly smooth surfaces – no tangent patches
Includes triangles and quads
25% faster to evaluate
than previous work
![Page 37: Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric Modeling Deformation and Animation Surface reconstruction Scientific visualization](https://reader033.vdocument.in/reader033/viewer/2022050100/5f3f56cba764c908b85eb85b/html5/thumbnails/37.jpg)
Current Work
Truly smooth surfaces – no tangent patches
Includes triangles and quads
25% faster to evaluate
than previous work
![Page 38: Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric Modeling Deformation and Animation Surface reconstruction Scientific visualization](https://reader033.vdocument.in/reader033/viewer/2022050100/5f3f56cba764c908b85eb85b/html5/thumbnails/38.jpg)
Current Work
Truly smooth surfaces – no tangent patches
Includes triangles and quads
25% faster to evaluate
than previous work
![Page 39: Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric Modeling Deformation and Animation Surface reconstruction Scientific visualization](https://reader033.vdocument.in/reader033/viewer/2022050100/5f3f56cba764c908b85eb85b/html5/thumbnails/39.jpg)
Current Work
Truly smooth surfaces – no tangent patches
Includes triangles and quads
25% faster to evaluate
than previous work
![Page 40: Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric Modeling Deformation and Animation Surface reconstruction Scientific visualization](https://reader033.vdocument.in/reader033/viewer/2022050100/5f3f56cba764c908b85eb85b/html5/thumbnails/40.jpg)
Current Work
Truly smooth surfaces – no tangent patches
Includes triangles and quads
25% faster to evaluate
than previous work
![Page 41: Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric Modeling Deformation and Animation Surface reconstruction Scientific visualization](https://reader033.vdocument.in/reader033/viewer/2022050100/5f3f56cba764c908b85eb85b/html5/thumbnails/41.jpg)
Current Work
Truly smooth surfaces – no tangent patches
Includes triangles and quads
25% faster to evaluate
than previous work
![Page 42: Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric Modeling Deformation and Animation Surface reconstruction Scientific visualization](https://reader033.vdocument.in/reader033/viewer/2022050100/5f3f56cba764c908b85eb85b/html5/thumbnails/42.jpg)
Current Work
Truly smooth surfaces – no tangent patches
Includes triangles and quads
25% faster to evaluate
than previous work
![Page 43: Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric Modeling Deformation and Animation Surface reconstruction Scientific visualization](https://reader033.vdocument.in/reader033/viewer/2022050100/5f3f56cba764c908b85eb85b/html5/thumbnails/43.jpg)
Current Work
Truly smooth surfaces – no tangent patches
Includes triangles and quads
25% faster to evaluate
than previous work
![Page 44: Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric Modeling Deformation and Animation Surface reconstruction Scientific visualization](https://reader033.vdocument.in/reader033/viewer/2022050100/5f3f56cba764c908b85eb85b/html5/thumbnails/44.jpg)
Current Work
Truly smooth surfaces – no tangent patches
Includes triangles and quads
25% faster to evaluate
than previous work
![Page 45: Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric Modeling Deformation and Animation Surface reconstruction Scientific visualization](https://reader033.vdocument.in/reader033/viewer/2022050100/5f3f56cba764c908b85eb85b/html5/thumbnails/45.jpg)
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
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Current Uses: GPU’s
DirectX 10.5 Nvidia Code Sample
Microsoft Demo part of DirectX 10 SDK
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Current Uses: Video Games
Better geometry
Improved lighting
effects
More degrees of
freedom for advanced
geometry techniques
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Current Uses: Movie Production
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CSCE 441: Computer Graphics
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CSCE 489: Computer Game
Development
Design and build a game over a semester
Graphics, networking, AI, physics, software
engineering, …
Submit game to IGF competition
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CSCE 641:
Advanced Computer Graphics
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CSCE 645: Geometric Modeling
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Graphics Skills
Calculus
Linear Algebra
Differential Equations
Real Analysis
…
Graphics is mathematics made visible
Data Structures
Searching
Asymptotic Analysis
Parallel Computing
…
Mathematics Computer Science
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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