PixelPie: Maximal Poisson-disk Sampling with Rasterization. M. A. Yalçin D. Luebke A. Varshney
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1 PixelPie: Maximal Poisson-disk Sampling with Rasterization C. Y. Ip M. A. Yalçin D. Luebke A. Varshney
2 Poisson-Disk Distribution
3 Poisson-Disk Distribution Random samples that are at
4 Applications Antialiasing Dithering Object Placement [Dippe & Wald SIGGRAPH 1985] [
5 Dart Throwing [Cook SIGGRAPH 1986]
6 Dart Throwing [Cook SIGGRAPH 1986]
7 Dart Throwing [Cook SIGGRAPH 1986]
8 Dart Throwing [Cook SIGGRAPH 1986]
9 Dart Throwing [Cook SIGGRAPH 1986]
10 Dart Throwing [Cook SIGGRAPH 1986]
11 Dart Throwing [Cook SIGGRAPH 1986]
12 Dart Throwing [Cook SIGGRAPH 1986]
13 Related Work Spatial Data Structure Approaches: Trees [Dunbar & Humphreys ToG 2006, Gamito & Maddock ToG 2009] Grid [Jones et al. JGT 2006, 2011] Approximate Approaches: Tiles [Lagae & Dutre CGF 2005, 2006, Kopf et al. ToG 2006, Ostromoukhov et al. ToG 2004, 2007] Farthest Point Optimization [Balzer ToG 2009, Chen & Gotsman CGF 2012, de Goes et al. ToG 2012] Parallel Approaches: GPGPU [Wei ToG 2008] CUDA [Bower et al. ToG 2010, Xiang et al. SIGGRAPH 2011, Ebeida et al. ToG 2011, CGF 2012] Survey [Lagae & Dutre CGF 2006]
14 Concept
15 When There is a Conflict
16 Draw Solid Disks The conflicted dart center
17 In Parallel
18 Empty Domain
19 Random Darts
20 Draw Solid Disks around the Darts
21 Remove Darts with Occluded Center
22 Iteratively Fill in the Empty Regions
23 Poisson-disk Distribution
24 Rasterization Implementation
25 Rasterize Disks on Textures Render solid disks by Rasterization Target Domain: Discrete depth texture Reject conflicts by Occlusion Queries
26 Related Work Voronoi Diagrams and Distance Transform by Rasterization GPU Rasterization [Hoff et al. SIGGRAPH 1999 ] 3D Distance transform [Sigg et al. Vis 2003, Sud et al. I3D 2004] High order Voronoi Diagrams [Fischer & Gostman JGT 2006] Jump Flooding Approach [Rong et al. I3D 2006, TVCG 2011] [Hoff et al. SIGGRAPH 1999 ] [Sigg et al. Vis 2003]
27 Graphics Pipeline: 2-Step Iterative Procedure Input Primitive s Draw and Reject Occluded Framebuffe Disks Vertex Geometr y Rasteriz er Step 1: Throw Random Darts Emit Triangles Fragmen t r Operations (Depth Test) Trim Triangles to Disks on a Depth Map Reject Conflicts w/ Trim Triangles to Step 2: Re-throw Darts Occlusion Queries Disks on a Coverage Map Post-processing: Find empty regions (CUDA stream compaction) Iteratively Fill the empty regions
28 How about using CUDA? Input Primitive s Vertex Geometr y Rasteriz er Fragmen t Framebuffe r Operations (Depth Test)
29 How about using CUDA? Input Primitive s Vertex Geometr y Rasteriz er Fragmen t Framebuffe r Operations (Depth Test) Hardware rasterizer and depth test not currently available in CUDA CUDA software rasterization is slower than the hardware [Laine & Karras HPG 2011] Use GPU hardware to accelerate geometry computing
30 Step 1: Input Inp ut Vertex Geometry Rasterize r Fragment Outp ut
31 Step 1: Input Inp ut Vertex Geometry Rasterize r Fragment Outp ut
32 Step 1: Geometry Inp ut Vertex Geometry Rasterize r Fragment Outp ut
33 Step 1: Geometry Inp ut Vertex Geometry Rasterize r Fragment Outp ut Emits a triangle Unique depth by with
34 Step 1: Rasterizer Inp ut Vertex Geometry Rasterize r Fragment Outp ut The Rasterizer rasterizes
35 Step 1: Fragment Inp ut Vertex Geometry Rasterize r Fragment Outp ut Trims the triangle to
36 Step 1: Output Inp ut Vertex Geometry Rasterize r Fragment Outp ut Depth Test ensures proper
37 Step 2: Input Inp ut Vertex Geometry Rasterize r Fragment Outp ut Re-throw Darts
38 Step 2: Input Inp ut Vertex Geometry Rasterize r Fragment Outp ut Re-throw Darts
39 Step 2: Geometry Inp ut Vertex Geometry Rasterize r Fragment Outp ut Query the depth map for
40 Step 2: Geometry Inp ut Vertex Geometry Rasterize r Fragment Outp ut Occluded Dart Center: Depth-map depth <
41 Step 2: Geometry Inp ut Vertex Geometry Rasterize r Fragment Outp ut
42 Step 2: Geometry Inp ut Vertex Geometry Rasterize r Fragment Outp ut Unoccluded Dart Center: Depth-map depth =
43 Step 2: Geometry Inp ut Vertex Geometry Emits a triangle Rasterize r Fragment Outp ut Results buffer
44 Step 2: Fragment Inp ut Vertex Geometry Rasterize r Fragment Outp ut Trims the triangle to
45 Step 2: Output Inp ut Vertex Geometry Rasterize r Fragment Outp ut
46 Post Processing
47 Stream Compaction (CUDA Thrust)
48 Keep Iterating
49 Keep Iterating
50 No Empty Pixel: Complete Guarantee Maximal!
51 Quality
52 Spectrum Quality Comparison Samples Power Spectrum Periodogram
53 Spectrum Quality Comparison Samples Power Spectrum Periodogram
54 Spectrum Quality Comparison Samples Power Spectrum Periodogram
55 Angular Bias of Rasterized Disks Figure 8: parison of pixel-centered and subpixel-centered Figure 8: Comparison of pixel-centered and Com subpixel-centered disks: (a) shows the shape of a discretized pixel-centered disk, (b) disks: (a) shows the shape of a discretized pixel-centered disk, (b) shows of disks centered at 2 2 subpixel locations, and shows variations of disks centered at 2 2variations subpixel locations, and (c) shows the average (c) shows the average of the subpixel-centered disks at 2 of2the andsubpixel-centered disks at 2 2 and 4 of 4 subpixel subpixel sam locations. The average of subpixel sampling effec4 4 subpixel locations. The average pling effectively generates anti-aliased disks. tively generates anti-aliased disks. (a) Figure 8: Com parison of pixel-centered and Com parison of pixel-centered and subpixel-cente 8: Comparison of pixel-centered and subpixel-centere disks: (a) shows the shape of a discretized pixel shows the shape of a discretized pixel-centered disk(b a) shows the shape of a discretized pixel-centered(c)disk, shows variations ofat disks centered atlocations, 2 2 subp (a) (b) Subpixel-centered ations of disks centered 2 2 subpixel locations, (a) (b) ariations of disks centered 2 subpixel an Pixel-centered Subpixel-centered variation Figure 10: 1024 subpixel-cente Anti-aliased average (c) shows the average of the subpixel-centered 2
56 Spectrum Quality Comparison Samples Power Spectrum Periodogram
57 Spectrum Quality Comparison Samples Power Spectrum Periodogram
58 Performance
59 Uniform Sampling
60 Importance Sampling
61 Random Darts Sampling according to an importance m
62 Vary the Disk Radii
63 Importance Sampling
64 Importance Sampling: Geometry
65 Importance Sampling: Geometry
66 Results 0.053s on GTX58024s on Core i7 [Kalantari & Sen CGF 2011]
67 Results 0.031s on GTX58025s on Core i7 [Kalantari & Sen CGF 2011]
68 Conclusions Poisson-disk sampling with programmable graphics functions and hardware Rasterization and Occlusion Queries to reject conflicts Subpixel-centered disks to reduce bias Importance sampling by varying disk radii 6.8 M samples / sec on GTX 580
69 Acknowledgements Anonymous reviewers for the constructive comments National Science Foundation: CCF , CMMI , CNS NVIDIA CUDA Center of Excellence Program Thank you!
70 Cheuk Yiu Ip 1 M. Adil Yalcin 1 David Luebke 2 Amitabh Varshney 1 Cheuk Yiu Ip M. Adil Yalcin David 1Luebke Amitabh Varshney 2 University of Maryland, CollegePark 1 NVIDIA Research 2 University of Maryland, CollegePark NVIDIA Research Questions?and ing with ling withrasterization Rasterization andprogrammable Programmables s Adil Yalcin 1 David Luebke 2 Amitabh Varshney 1. Adil Yalcin David 1Luebke Amitabh Varshney 2 1 NVIDIA Research 2 Maryland, CollegePark Maryland, CollegePark NVIDIA Research Please see our websites for the paper and software: Software sf.net/p/pixelpie Cheuk(b)Yiu Ip (c) (c) (b) (d) (d) (e) (e) erformmaxim alalpoisson-disk pling performm axim Poisson-disksam sam plingby byrasterization rasterizationand andocclusion occlusionculling. culling.first, First,we werasterize rasteriz GVIL Research Highlights ose, blue is far) in (a). Second, wecull the occluded disks to rem oveconflicting sam ples in (b). close, blueis far) in (a). Second, wecull the occluded disks to removeconflicting samples in (b).thi Th gions to obtain a m axim al Poisson-disk distribution in (c). (e) and (f) show uniformand im portance egions to obtain a maximal Poisson-disk distribution in (c). (e) and (f) show uniformand importanc (c) (d) (e) (f)
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