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smooth geometry images

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Smooth Geometry Images Frank Losasso, Hugues Hoppe, Scott Schaefer, Joe Warren Overview  Provide a simple representation using a single uniform bi-cubic B-spline Multiple Patches Single Patch Geometry Images  [Gu et al 2002] Sample arbitrary surface using a regular 2D grid  Connectivity is implicit [Gu et al 2002] cut parametrize [Gu et al 2002] cut sample [Gu et al 2002] cut store render [r,g,b] = [x,y,z] General cut   [Gu et al 2002] Supports surfaces of arbitrary genus But, boundary has complicated topology – requires sideband a a’ a’ a Our Approach: X-Cut a d x b c  x d x a x b c x    Special type of cut curve Make a X-cut centered at x Unfold domain into a square image Creates simple boundary symmetries The X-Cut a d x b c x d x c a x b x Spherical Remeshing mesh M sphere S domain D image I demo [Praun and Hoppe 2003] How To Obtain Control Points  B-spline is approximating  should not directly sample surface  Instead, use least-squares fitting:  How To Obtain Smoothness  Application of boundary rules  Pad image to recreate 1-ring around all vertices How To Obtain Smoothness  All vertices regular, except boundary midpoints generally not C1 Add a simple linear constraint C1 Bi-cubic Subdivision on GPU  4 operators, stored as fragment programs bilinear subdivision mesh averaging limit tangent repeat Bi-cubic Subdivision on GPU  4 operators, stored as fragment programs 1 2  1 1 1 4 1 2 1 1   1 1 1 1 1 1 2 16  1 2 1 4 2 2  1 1 1 4 36  1 4 4 16 4  1 1  bilinear subdivision mesh averaging limit tangent repeat 1  1  4 6   1 0 1  0 4  0 1   Rendering   “Interpret as vertex array” (OpenGL extension) Render using triangles Discrete Subdivision Levels  Both sub-sampling and subdivision are easily implemented (2k+1) x (2k+1) … Subsampled … Original Image … … Subdivided Continuous Subdivision Levels  Prevent „popping‟ when changing subdivision levels gk gk+1 Continuous Subdivision Levels  Prevent „popping‟ when changing subdivision levels x d x a x linear bsubdivision 1-  + c x gk+ gk bilinear subdivision mesh averaging gk+1 Real-Time Demo Displacement Mapping simulation CPU 33x33 GPU GPU scalar displacement map 257x257 Performance Results Millions Subdivision Performance 60 50 1 Resource Utilization 0.9 0.8 R350 ALU Utilization Triangle/Second Utilization 40 0.7 0.6 0.5 0.4 0.3 0.2 0.1 R300 30 20 10 0 1 2 3 4 Bandwidth Utilization 0 1 2 3 4 Subdivision Level Subdivision Level Drawbacks and Limitations  Genus cannot be >0  Surface rippling Summary      Closed smooth surface using single patch Stored as geometry image Simple and efficient GPU evaluation Continuous level-of-detail Displacement mapping 5x5 9x9 Eye candy 65x65 65x65 33x33

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