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Visibility Driven Out-of-Core
HLOD Rendering
Patrick Cozzi
The University of Pennsylvania
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Project History
Procedurally generated model of Pompeii: ~1.4 billion polygons.
Image from [Mueller06]
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Project History
Boeing 777 model: ~350 million polygons.
Image from http://graphics.cs.uni-sb.de/MassiveRT/boeing777.html
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Contents
 Previous Work
 View Frustum and Occlusion Culling
 Hardware Occlusion Queries (HOQ)
 Level of Detail (LOD)
 Hierarchical Level of Detail (HLOD)
 Out-of-Core Rendering (OOC)
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Contents Continued
 Implementation Work
 Vertex Clustering [Rossignac93]
 HLOD Tree Creation
 Primary Contribution: OOC Rendering
 Results
 Future Work
 Demos throughout
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View Frustum Culling
 Can be slower than brute force. When?
culled
rendered
culled
culled
rendered
rendered
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View Frustum Culling
0
1
2
3
4
5
0 1
3 42
5
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View Frustum Culling
0
1
2
3
4
5
0 1
3 42
5
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View Frustum Culling
 Demo
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Occlusion Culling
 Effective in scenes with high depth
complexity
culled
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Occlusion Culling
 From-region or from-point
 Most are conservative
 Occluder Fusion
 Difficult for general scenes with
arbitrary occluders. So make
simplifying assumptions:
 [Wonka00] – urban environments
 [Ohlarik08] – planets and satellites
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Hardware Occlusion Queries
 From-point visibility that handles
general scenes with arbitrary
occluders and occluder fusion
 How?
 Use the GPU
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Hardware Occlusion Queries
 Disable color and depth write
Color Buffer Depth Buffer
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Hardware Occlusion Queries
 Disable color and depth write
 Render BV using HOQ
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Hardware Occlusion Queries
 Disable color and depth write
 Render BV using HOQ
 Enable color and depth writes
Color Buffer Depth Buffer
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Hardware Occlusion Queries
 Disable color and depth write
 Render BV using HOQ
 Enable color and depth writes
 Render object based on HOQ
results
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Hardware Occlusion Queries
class IQueryOcclusion
{
public:
virtual void Begin() = 0;
virtual void End() = 0;
virtual bool IsResultAvailable() = 0;
virtual unsigned int NumberOfSamplesPassed() = 0;
virtual unsigned int NumberOfFragmentsPassed() = 0;
};
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Hardware Occlusion Queries
class IQueryOcclusion
{
public:
virtual void Begin() = 0;
virtual void End() = 0;
virtual bool IsResultAvailable() = 0;
virtual unsigned int NumberOfSamplesPassed() = 0;
virtual unsigned int NumberOfFragmentsPassed() = 0;
};
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Hardware Occlusion Queries
class IQueryOcclusion
{
public:
virtual void Begin() = 0;
virtual void End() = 0;
virtual bool IsResultAvailable() = 0;
virtual unsigned int NumberOfSamplesPassed() = 0;
virtual unsigned int NumberOfFragmentsPassed() = 0;
};
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Hardware Occlusion Queries
 CPU stalls and GPU starvation
Draw o1 Draw o2 Draw o3
Draw o1 Draw o2 Draw o3
CPU
GPU
Query o1
Query o1
Draw o1
Draw o1
-- stall --
-- starve --
CPU
GPU
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Is Culling Enough?
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Is Culling Enough?
Now what?
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Is Culling Enough?
 Demo
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Level of Detail
 Generation: less triangles, simpler
shader
 Selection: distance, pixel size
 Switching: avoid popping
 Discrete, Continuous, Hierarchical
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Discrete LOD
3,086 Triangles 52,375 Triangles 69,541 Triangles
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Discrete LOD
 Demo
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Discrete LOD
Not enough detail
up close
Too much detail
in the distance
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Continuous LOD
edge collapse
vertex split
Image from [Luebke01]
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Hierarchical LOD
1 Node
3,086 Triangles
4 Nodes
9,421 Triangles
16 Nodes
77,097 Triangles
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Hierarchical LOD
1 Node
3,086 Triangles
4 Nodes
9,421 Triangles
16 Nodes
77,097 Triangles
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Hierarchical LOD
visit(node)
{
if (computeSSE(node) < pixel tolerance)
{
render(node);
}
else
{
foreach (child in node.children)
visit(child);
}
}
Node
Refinement
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Hierarchical LOD
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Hierarchical LOD
 New Problem: Cracks
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Hierarchical LOD
 Demo
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HLOD + Culling
visit(node)
{
if (node overlaps view frustum)
{
// ...
}
}
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HLOD + Culling
visit(node)
{
if (node overlaps view frustum)
{
render node’s BV with HOQ
if (query.NumberOfFragmentsPassed() > 0)
{
// ...
}
}
}
Render front to back!
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HLOD + Culling + VMSSE
visit(node)
{
if (node overlaps view frustum)
{
render node’s BV with HOQ
if (query.NumberOfFragmentsPassed() > 0)
{
if (computeVMSSE(node, query) < tolerance)
{
render(node);
}
else
{
// ...
}
}
}
}
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 VMSEE: Virtual Multiresolution SSE
 Relative Visibility =
# pixels visible /
# possible pixels visible
 VMSSE = f(SSE, Relative Visibility)
VMSSE
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Optimized HLOD Refinement Driven by
HOQs [Charalambos07]
 Exploit spatial and temporal
coherence for scheduling HOQs.
 Predict refinement based on node’s
relative visibility from previous
frame
 VMSSEi
est
= SSEi * biasi-1
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Optimized HLOD Refinement Driven by
HOQs [Charalambos07]
 Example prediction
 Refinement stopped for this node in
previous frame
 VMSSEi
est
< threshold ? Stop : Refine
 Stop:
 Issue query
 Render without checking query
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Implementation Work
 3 HLOD algorithms including
[Charalambos07]
 Vertex Clustering
 HLOD Tree Creation
 OOC Rendering
 Load/Unload Rules
 Rendering
 Replacement Policy
 Multithreading
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Vertex Clustering [Rossignac93]
 Fast: expected O(n)
 Robustness: arbitrary topology
 Capable of drastic simplification
 “Easy to code”
 OOC extensions [Lindstrom00]
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Vertex Clustering [Rossignac93]
1. Compute per-vertex weights
11
0.8
0.50.5
2. Assign vertices to clusters
3. Identify highest weighted
vertex in each cluster
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Vertex Clustering [Rossignac93]
1. Compute per-vertex weights
11
0.8
2. Assign vertices to clusters
3. Identify highest weighted
vertex in each cluster
4. Collapse and remove
degenerate triangles
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Vertex Clustering [Rossignac93]
3,086 Triangles 52,375 Triangles 69,541 Triangles
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Vertex Clustering [Rossignac93]
 Questionable Fidelity
 Hard to control output
 Conservative Error Metric
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HLOD Tree Creation
 Input
 Model (.ply, .obj)
 Target triangles per leaf node
 Maximum tree depth
 Output
 1 file per node
 Normals computed at runtime
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HLOD Tree Creation
 Top-down
 Root node:
Full AABB
Lowest Detail
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HLOD Tree Creation
 Splitting Planes
2 Planes 3 Planes
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HLOD Tree Creation
 Splitting Planes
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HLOD Tree Creation
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visit(node)
{
if ((computeSSE(node) < pixel tolerance) ||
(not all children resident))
{
render(node);
foreach (child in node.children)
requestResidency(child);
}
else
{
foreach (child in node.children)
visit(child);
}
}
Previous Work: Out-of-Core
Based on [Ulrich02]
Prefetch
Need all
children
To render
To refine
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Previous Work: Out-of-Core
 [Varadhan02]
 Requires full skeleton in memory
 No occlusion culling
 No front-to-back sorting
Image From [Varadhan02]
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Previous Work: Out-of-Core
 [Corrêa03]
 PLP in separate thread
 Requires full skeleton in memory
 No LOD
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Out-of-Core
 Replacement Policy?
 LRU?
 Can’t refine when one child is removed
 Remove deepest child in parent’s tree?
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OOC Rendering
 Benefits of our algorithm
 No full HLOD skeleton
 Works with HOQs
 Refinement with a subset of children
 Replacement policy maximizes detail
near the viewer
 Multithreaded
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OOC Rendering: Load/Unload
 HLOD tree on disk
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OOC Rendering: Load/Unload
 Subset of HLOD tree in memory
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OOC Rendering: Load/Unload
 Load node -> load children
skeletons
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OOC Rendering: Load/Unload
 Only unload dynamic leafs
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OOC Rendering: Load/Unload
 Only unload dynamic leafs
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OOC Rendering: Load/Unload
 Nodes don’t need all their children
in memory
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OOC Rendering: Load/Unload
 Result:
 If a node is not a skeleton, none of its
ancestors are skeletons. In other
words, if a node has geometry loaded,
so does all of its ancestors.
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OOC Rendering: Load/Unload
 Never Happens:
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OOC Rendering: Rendering
 Modify in-core HLOD
 Add request queue:
 Stop refinement at skeleton node
 Push node onto request queue
 Ensure parent safety
 Render subset of parent’s geometry
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OCC Rendering: Subset of Parent
 Use OpenGL clipping planes
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OCC Rendering: Subset of Parent
 Without clipping planes
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OCC Rendering: Subset of Parent
 Demo
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OCC Rendering: Node Replacement
 Replacement List (only dynamic leafs)
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OCC Rendering: Node Replacement
 Replacement List Partitions
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OCC Rendering: Node Replacement
 Start Frame
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OCC Rendering: Node Replacement
 Add Node
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OCC Rendering: Node Replacement
 Render Node
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OCC Rendering: Node Replacement
 Move to safety
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OCC Rendering: Node Replacement
 Suggest Removal Node
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OCC Rendering: Multithreading
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Low Memory
 Demo
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Selected Results (lol)
 Load Time
 10 Blocks in Pompeii
 5,646,041 triangles
Time in seconds
Full model 5.2
Out-of-Core 0.05
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Selected Results
View 1 View 2
 Zoomed out rendering
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Selected Results
View 1 View 2
Brute Force 63 fps
5,646,041 triangles
63 fps
5,646,041 triangles
HLOD - SSE 1,415 fps
161,742 triangles
881 fps
302,337 triangles
HLOD - Naive VMSEE 1,060 fps
140, 458 triangles
300 fps
260,007 triangles
HLOD - Scheduled
VMSSE
1,176 fps
140, 458 triangles
588 fps
270,774 triangles
 Zoomed out rendering
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Selected Results
 Zoomed In Rendering
View 3 View 4
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Selected Results
 Zoomed In Rendering
View 3 View 4
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Selected Results
 Zoomed In Rendering
View 3 View 4
Brute Force 62 fps
5,646,041 triangles
62 fps
5,646,041 triangles
HLOD - SSE 128 fps
2,541,434 triangles
98 fps
3,222,701 triangles
HLOD - Naive
VMSEE
180 fps
346,901 triangles
320 fps
46,765 triangles
HLOD - Scheduled
VMSSE
210 fps
601,730 triangles
232 fps
103,844 triangles
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Statistics
 Lines of Code
 GUI: 420
 Unit Tests: 1,720
 HLOD Creation: 4,600
 Rendering: 4,500
 Time Spent
 Coding: 8 weeks “fulltime.” 3 last
spring, 5 this fall.
 Plus reading, writing, slides, and
logistics.
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Future Work
 Improve tree creation
 Polygonal simplification
 Splitting planes
 Fill cracks
 Optimal disk layout
 Better occlusion performance
 Multiple volumes or occlusion-
preserving low LOD
 Optimize use of clipping planes
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Future Work
 Don’t require ancestors to have
geometry loaded.
 Much better use of memory
 More complicated rendering
 More rendering artifacts
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Future Work
 Cache Management
 Aggressively remove nodes
 Replacement Policy: Average detail
instead of best up close
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Future Work
 Multithreading
 Multiple load threads
 Fault tolerance, increase throughput
 Compute thread(s)
 Compute normals
 Decompress (/ recompress)
 Vertex cache optimize?
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Future Work
 True Usefulness
 Textures
 Picking on individual objects
 Test with truly massive models
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Future Work
 Today
 Mad Mex Hour Happy. Now – 6:30pm
 Saturday, February 7th
 Graduation Party. My House. 3pm.
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Visibility Driven Out-of-Core HLOD Rendering

Notes de l'éditeur

  1. 30-60 gig on disk. 12 CDs
  2. Need spatial coherence
  3. Spatial data structures exploit spatial coherence. Visit nodes in front to back order. Useful for early-z and occlusion culling.
  4. [Wonka00] presents per-region visibility with occluder fusion in urban environments. Assuming a 2.5D scene, all buildings must be perpendicular to the ground plane and connected to the ground. More recently, [Ohlarik08] presents efficient from-point occlusion culling for scenes with large spherical occluders (e.g. planets) and small occludees (e.g. satellites). Occlusion culling is reduced to horizon distance tests.
  5. The bounding volume usually has far less geometry. Expensive shaders required to render the object are not generally required to render the bounding volume. When only depth testing is enabled, as is the case when rendering the bounding volume, today’s GPUs use a higher-performance rendering path.
  6. Walk up tree to find first ancestor with geometry. Each node keeps a count of the number of children it has with geometry. Refinement stops at nodes with a count of zero since refinement cannot improve image quaility.