David Luebke University of Virginia …and other cool graphics stuff.

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David Luebke University of Virginia …and other cool graphics stuff

Transcript of David Luebke University of Virginia …and other cool graphics stuff.

Page 1: David Luebke University of Virginia …and other cool graphics stuff.

David LuebkeUniversity of Virginia

…and other cool graphics stuff

Page 2: David Luebke University of Virginia …and other cool graphics stuff.

Overview

I’ll talk about a bunch of current projects:– Scanning Monticello– Immersive display– Level of detail– GPGPU– Interactive ray tracing– Graphics architectures

Page 3: David Luebke University of Virginia …and other cool graphics stuff.

Scanning Monticello

Fairly new technology: scanning the world

Page 4: David Luebke University of Virginia …and other cool graphics stuff.

Scanning Monticello

Want a flagship project to showcase this

Idea: scan Thomas Jefferson’s Monticello– Historic preservation– Virtual tours– Archeological and architectural research,

documentation, and dissemination– Great driving problem for scanning &

rendering research

Page 5: David Luebke University of Virginia …and other cool graphics stuff.

Scanning Monticello—Demo

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Scanning Monticello:Where To Next?

Building structured light scanner– Idea:

Shine bars of light at object Discern its shape from their shape

– Jeff Peirson is building a portable structured-light rig for scanning objects, friezework, and so on at Monticello

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Scanning Monticello:Where To Next?

Capture high dynamic range color to go with scanned geometry– Show HDR, tone mapping examples– Idea:

Scan w/ laser, then take lots of pictures Lots of pictures, different exposures, different

locations (maybe even video?) Figure out camera location very accurately For all “correct” pixels in each image:

Project onto geometry Store for that location and direction

– Might work with Rhythm & Hues on this

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Immersive Display:New Orleans Museum of Art

Jefferson’s America & Napoleon’s France – Major exhibition commemorating

bicentennial of the Louisiana Purchase Included a “Virtual Monticello” exhibit

– Virtual window– Barrier stereogram

Show NOMA videos

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Immersive Display:Here at UVA

We have the pieces of a cool virtual-reality immersive display system – Screens (3 silver, 2 rear-projection)– Projectors (6 dedicated, 3 others)– Head tracker – Spatial audio– Even part of the NOMA “window”!

Need to bring all the pieces together– Got a good start already

Page 10: David Luebke University of Virginia …and other cool graphics stuff.

Immersive Display:Research

Design and conduct experiments with perception lab– Study the perceptual/cognitive effects of

added layers of realism– Almost guaranteed to produce papers

Also fits into other research efforts– Perceptual level of detail/animation– Perceptual interactive ray tracing– Chromium

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Level of Detail

A recurring theme in computer graphics: trade fidelity for performance– Reduce level of detail of distant, small,

or unimportant objects

249,924 polys 62,480 polys 7,809 polys 975 polys

Page 12: David Luebke University of Virginia …and other cool graphics stuff.

Level of Detail

A recurring theme in computer graphics: trade fidelity for performance– Reduce level of detail of distant, small,

or unimportant objects

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Level of Detail:Motivation

Big models! – David: 56 million polygons

– St. Matthew: 372 million polygons

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Level of Detail Research:VDSlib

Comparatively recent technique: continuous level of detail– Adapt LOD continuously, not discrete

chunks Better fidelity/triangle Hard to make fast on today’s hardware

– VDSlib: efficient view-dependent LOD Cool data structures & algorithms Could make a big difference in 3D game

design Still work to be done to make fast enough

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Level of Detail Research:GLOD

GLOD: – High-level library for LOD in OpenGL

Goal: make high-quality LOD easy to integrate in games and other graphics applications

Includes and interfaces with VDSlib Cool software (interface design) issues Free membership in the Church of Glöd

– Show GLOD video

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GPGPU

General-purpose computation on graphics hardware (GPUs)

Modern GPUs are fantastically capable– Extremely programmable– Full floating-point precision– Fast, so fast (20 GFLOPS sustained on GFX

5900) We want to harness that power for

scientific computing– But it’s harder than it sounds

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GPGPU:CA Simulations on GPU

Promising domain: cellular automata (CA) simulations– Ex: Conway’s “Game of life”

Application: modeling cardiac tissue fibrillation – Collab with Don Jordan, MAE, and med school

personnel Possible application: simulate

microvascular remodeling– Collab with Tom Skalak, BME

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GPGPU: Other domains

Fluid mechanics simulation – Flow across a flapping wing– Modeling viscoelastic fluids– Joint work with Hossein Haj-Hariri, MAE– Cool math (PDEs)

Heat transfer– Simulating heat propagating across chip– Joint work with Kevin Skadron, Mircea Stan

Others…

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The Big Question

How should we evaluate and regulate the visual fidelity of our simplifications?

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Measuring Fidelity

Fidelity of a simplification to the original model is often measured geometrically:

METRO by Visual Computing Group, CNR-Pisa

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Measuring Visual Fidelity

However…– The most important measure of fidelity is

usually not geometric but perceptual: does the simplification look like the original?

Therefore:– We are developing a principled framework for

LOD, based on perceptual measures of visual fidelity

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Perceptual LOD

Idea: measure local simplification measures against a perceptual model to predict whether the user can could see the effect of simplification

Model: contrast sensitivity function

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Perception 101: Contrast Sensitivity Function

Contrast grating tests produce a contrast sensitivity function– Threshold contrast

vs. spatial frequency– CSF predicts the

minimum detectablestatic stimuli

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Campbell-Robson Chart by Izumi Ohzawa

Your Personal CSF

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Perceptual Graphics:Where To Next?

Incorporate eccentricity, velocity (attention?)

Protect copyrighted media: imperceptible “watermarking” via mesh distortion

Interactive ray tracing…

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Interactive Ray Tracing

Interactive ray tracing – Once a joke, now a reality– Interesting opportunity: prioritized pixel

sampling for perceptually driven rendering Sample edges, center of gaze, etc more Requires reconstruction of sparse samples! Cool perceptual, signal processing issues

System: OpenRT– Would like to install on our 24-node cluster– Cool systems hacking issues

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Graphics Architecture

We are exploring research topics in computer graphics architecture– Thermal-aware graphics

Joint work with Kevin Skadron

– Building a simulator to explore these and other issues

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My Projects:

Proposed projects:– Scanning Monticello– Immersive display– Level of detail– GPGPU– Perceptual graphics– Interactive ray tracing– Graphics architecture

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Summary

Proposed projects:– Scanning Monticello

Structured light HDR capture

– Immersive display– Level of detail– GPGPU– Perceptual graphics– Interactive ray

tracing– Graphics

architecture

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Summary

Proposed projects:– Scanning Monticello– Immersive display

System building Perception expts

– Level of detail– GPGPU– Perceptual graphics– Interactive ray

tracing– Graphics

architecture

Page 31: David Luebke University of Virginia …and other cool graphics stuff.

Summary

Proposed projects:– Scanning Monticello– Immersive display– Level of detail

VDSlib GLOD

– GPGPU– Perceptual graphics– Interactive ray

tracing– Graphics

architecture

Page 32: David Luebke University of Virginia …and other cool graphics stuff.

Summary

Proposed projects:– Scanning Monticello– Immersive display– Level of detail– GPGPU

CA sims Fluid/heat sims

– Perceptual graphics– Interactive ray

tracing– Graphics

architecture

Page 33: David Luebke University of Virginia …and other cool graphics stuff.

Summary

Proposed projects:– Scanning Monticello– Immersive display– Level of detail– GPGPU– Perceptual graphics

LOD/ray tracing Watermarking Integrate w/ display

– Interactive ray tracing– Graphics architecture

Page 34: David Luebke University of Virginia …and other cool graphics stuff.

Summary

Proposed projects:– Scanning Monticello– Immersive display– Level of detail– GPGPU– Perceptual graphics– Interactive ray

tracing Perceptual

heuristics Sampling/recon

– Graphics architecture

Page 35: David Luebke University of Virginia …and other cool graphics stuff.

Summary

Proposed projects:– Scanning Monticello– Immersive display– Level of detail– GPGPU– Perceptual graphics– Interactive ray

tracing– Graphics

architecture

Page 36: David Luebke University of Virginia …and other cool graphics stuff.

Summary

Proposed projects:– Scanning Monticello– Immersive display– Level of detail– GPGPU– Perceptual graphics– Interactive ray

tracing– Graphics

architecture

Desired student attributes:– Willing to commit 10-15

hours per week– Self-starter– Good discipline & time

management skills– Here over summer– Good programmer– Intro graphics (or equiv)– Hardware capable– Strong math skills– Intro perception

knowledge