8. Parameterization & Packaging 6 Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases 1+2 3+4 screen space texture space sorted bounding boxes re-compute atlas layout per-frameon CPU project3D boundary representations clipprojected coordinates and sort rectangles perform rectangular packing on CPU [Igarashi, 2001] compute transformation for screen-space vertex displacement
9. Screen Space Vertex Displacement concept introduced by Camera Textures [Spindler et al. 2006] applied per-primitive using geometry shaders fetch transformation using object ID from: original screen space position to: texture atlas position Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases 7
11. Results & Discussion small number of objects: RTT is faster, but low TA utilization lower setup cost for high number of objects TA resolution should be multiples of screen resolutions implementation is not transform-bound 9 Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases
12. Wrap-Up & Conclusions concept of view-dependent texture atlases optimization for render-to-texture applications single-pass creation using: layered rendering screen-space vertex displacement trade-offs: #of objects vs. frames-per-seconds TA utilization vs. bounding approximation future work: evaluate different shape approximation GPU based TA packaging strategies 10 Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases
13. Thank you for your attention… contact: Matthias Trappmatthias.trapp@hpi.uni-potsdam.de JürgenDöllner juergen.doellner@hpi.uni-potsdam.de Computer Graphics Systems GroupProf. Dr. JürgenDöllnerwww.hpi.uni-potsdam.de/3d Researchgroup 3D-Geoinformationwww.3dgi.de 11 Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases