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REVES retreat meeting
(2014/2015)
JEROME ESAULT– INRIA
An innovative mixed pipeline for
videogames development
REVES retreat meeting | Nice 17/18 November 2014
My objectives (1st year) :
• IBR (spixel_warp) transfert
• IBR common framework creation
• Support and technical bridge between researchs
Initial and reference IBR project : spixelWarp (linux only)
My contribution :
• Full Windows and linux 32bits/64bits compatibility (MAC soon)
•Doxygen documentation
• C++11 optimisations (auto, thread, shared_ptr to get rid of boost…) and bug fixes
• Esay to build :
Auto check and
download
dependencies
Build/install/run
Build/install/run
Auto check and download
museum_front dataset
IBR sample
IBR common
framework
Core
Utilities
IBR libs
IBR apps
Libsl-mini
BUILD
INSTALL
CONFIGURE IBR is cave
apps
IS submodule
isTracking isRendering
isDistributed
Git submodule update --init
Auto svn
update
IBR desktop
QGL apps
IBR algo
interface
IBR algo 1 IBR algo N
Renderer
IBR classes
Interactors
Then switched to a new refactorized common “SDK”
Virtual Reality
platforms
New IBR
algorithms
environments
IBR software management
Agregate IBR projects into IBR framework : IBR_Common
• Refactorisation of all gforge IBR projects into a common set of libraries/plugins/apps
• Centralisation of common features, tools and data management
• Coding rules, documentation and GIT continuous integration system with JENKINS :
MASTER
SLAVES
Auto check and
download
dependencies
IBR common was NOT built to :
• Be a draft
• Modified freely the core
• Copy/paste part of code
IBR common was built to :
• Use common classes and behaviors implementations
• Get benefit design or provide/propose improvements
• Do not reinvent the wheel and reuse already existed code
Combine engineer development philosophy and tools :
• Simple common coding rules reflex (define a not too strict standard)
• Simple common comments rules reflex (doxygen for each no trivial function/classes)
• Respect the Cmake current system (until you have better workflow to propose)
• For configure / build / install steps
• Use available modules (find packages and functions/macros)
• Respect a simple GIT workflow
• Do not commit binaries (use gforge file system instead)
• Do not commit WIP tests into the trunk
• Commit regularly atomic part of dev
• Get benefit of branches/merges
• Take a look to INRIA Jenkings continuous integration system of our projects (ci.inria.fr)
An innovative mixed pipeline for
videogames development
REVES retreat meeting | Nice 17/18 November 2014
Global objective:
Research and video game pipeline prototype creation
using 3D reconstruction, IBR and VBR
Bundler
(sfm)
PMVS
VisualSFM
TUD
MVE
IBR dataset
PRE process
RUNTIME
IBR dataset
Depth
Depth maps images
Clipping planes
superpixel
Over segmented images
Neighbors graph
Depth synthesis Improved depth maps
CLOUD (gforge) :
- Update needed?
- auto download
Bundler package
VisualSFM package
PMVS package
MVE package
IBR package
Cameras parameters
Undistorted images
Bundler
VisualSFM
Choose :
3D point cloud
Mesh
PMVS
MVE
Choose :
IBR dataset generation
process
(reconstruction tool)
Pictures
STEPS
PRE process
Depth data
Superpixel data
Solver structure
Load bundler
Load images
Load mesh
Solver
Binary IBR pluginGame developper Editor
IBR dataset
Integers GL4
data textures
2D 24 bits
textures
RUNTIME
Rendering loop
ShaderLab

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INRIA-REVES-Retreat_meeting-Engineer_presentation_IBR_CR-Play

  • 2. An innovative mixed pipeline for videogames development REVES retreat meeting | Nice 17/18 November 2014 My objectives (1st year) : • IBR (spixel_warp) transfert • IBR common framework creation • Support and technical bridge between researchs
  • 3. Initial and reference IBR project : spixelWarp (linux only) My contribution : • Full Windows and linux 32bits/64bits compatibility (MAC soon) •Doxygen documentation • C++11 optimisations (auto, thread, shared_ptr to get rid of boost…) and bug fixes • Esay to build : Auto check and download dependencies Build/install/run Build/install/run Auto check and download museum_front dataset IBR sample
  • 4. IBR common framework Core Utilities IBR libs IBR apps Libsl-mini BUILD INSTALL CONFIGURE IBR is cave apps IS submodule isTracking isRendering isDistributed Git submodule update --init Auto svn update IBR desktop QGL apps IBR algo interface IBR algo 1 IBR algo N Renderer IBR classes Interactors Then switched to a new refactorized common “SDK” Virtual Reality platforms New IBR algorithms environments
  • 5. IBR software management Agregate IBR projects into IBR framework : IBR_Common • Refactorisation of all gforge IBR projects into a common set of libraries/plugins/apps • Centralisation of common features, tools and data management • Coding rules, documentation and GIT continuous integration system with JENKINS : MASTER SLAVES Auto check and download dependencies
  • 6. IBR common was NOT built to : • Be a draft • Modified freely the core • Copy/paste part of code IBR common was built to : • Use common classes and behaviors implementations • Get benefit design or provide/propose improvements • Do not reinvent the wheel and reuse already existed code Combine engineer development philosophy and tools : • Simple common coding rules reflex (define a not too strict standard) • Simple common comments rules reflex (doxygen for each no trivial function/classes) • Respect the Cmake current system (until you have better workflow to propose) • For configure / build / install steps • Use available modules (find packages and functions/macros) • Respect a simple GIT workflow • Do not commit binaries (use gforge file system instead) • Do not commit WIP tests into the trunk • Commit regularly atomic part of dev • Get benefit of branches/merges • Take a look to INRIA Jenkings continuous integration system of our projects (ci.inria.fr)
  • 7. An innovative mixed pipeline for videogames development REVES retreat meeting | Nice 17/18 November 2014 Global objective: Research and video game pipeline prototype creation using 3D reconstruction, IBR and VBR
  • 9. IBR dataset Depth Depth maps images Clipping planes superpixel Over segmented images Neighbors graph Depth synthesis Improved depth maps CLOUD (gforge) : - Update needed? - auto download Bundler package VisualSFM package PMVS package MVE package IBR package Cameras parameters Undistorted images Bundler VisualSFM Choose : 3D point cloud Mesh PMVS MVE Choose : IBR dataset generation process (reconstruction tool) Pictures STEPS PRE process
  • 10. Depth data Superpixel data Solver structure Load bundler Load images Load mesh Solver Binary IBR pluginGame developper Editor IBR dataset Integers GL4 data textures 2D 24 bits textures RUNTIME Rendering loop ShaderLab