WebGL-based Streaming and Presentation Framework for Bidirectional Texture Functions

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1 WebGL-based Streaming and Presentation Framework for Bidirectional Texture Functions Christopher Schwartz, Roland Ruiters, Michael Weinmann, Reinhard Klein Institute of Computer Science II Computer Graphics 1 26/10/2011

2 Outline Motivation Problem Statement Rendering Streaming Results Conclusion 2 26/10/2011

3 MOTIVATION 3 26/10/2011

4 Public Dissemination over the Internet Reach large audience Traditionally supported media Text: CH: Documentation, historic documents, books, Images: CH: Pictures and similar art, coins, Flash/downloads: CH: Audio and video recordings 4 26/10/2011

5 Public Dissemination over the Internet 3D Objects? CH: Sculpture, jewellery, archeological artifacts,... Visual appearance of 3D object impression of reflection of incident light View-dependent Illumination dependent for best user-experience, full appearance information should be accessible Arbitrary viewpoint Arbitrary illumination 5 26/10/2011

6 PROBLEM STATEMENT 6 26/10/2011

7 3D Object State of the Art (Offline) representation Textured 3D geometry Arbitrary viewpoints fixed color (Multiview) PTMs Arbitrary illumination fixed or limited viewpoints (Online) dissemination flat photographs Emerging: In the browser Textured 3D geometry PTM Plugins: Flash, Java, Native: WebGL 3D geometry + BTF Arbitrary viewpoints Arbitrary illumination 7 26/10/2011

8 3D Object State of the Art (Offline) representation Textured 3D geometry Arbitrary viewpoints fixed color (Multiview) PTMs Arbitrary illumination fixed or limited viewpoints (Online) dissemination flat photographs Emerging: In the browser Textured 3D geometry PTM Plugins: Flash, Java, Native: WebGL 3D geometry + BTF Arbitrary viewpoints Arbitrary illumination 8 26/10/2011

9 3D Object State of the Art (Offline) representation Textured 3D geometry Arbitrary viewpoints fixed color (Multiview) PTMs Arbitrary illumination fixed or limited viewpoints 3D geometry + BTF Arbitrary viewpoints Arbitrary illumination (Online) dissemination flat photographs Emerging: In the browser Textured 3D geometry PTM Plugins: Flash, Java, Native: WebGL 3D geometry + BTF native in the Web-browser 9 26/10/2011

10 Photograph Rendering 3D Geometry + BTF High visual quality Faithful reproduction Realtime capable Automated rapid acquisition (my talk yesterday) 10 26/10/2011

11 Task Transmission and rendering of Geometry + BTF Geometry File size 4.3 MB Streaming solutions exist Even low-bandwidth BTF Enormous amounts of data 4 Megapixel BTF Uncompressed: 500 GB Compressed: 640 MB Naïve transmission not feasible 11 26/10/2011

12 Solution BTF streaming scheme Start rendering ASAP Progressive refinement WebGL implementation Realtime object-exploration Out-of-the-box on modern browsers Cross platform 12 26/10/2011

13 RENDERING 13 26/10/2011

14 BTF Rendering Interactive exploration Realtime BTF rendering: Mirko Sattler, Ralf Sarlette, Reinhard Klein, 2003: Efficient and Realistic Visualization of Cloth EGSR 2003 Matrix Factorization based technique Gero Müller, 2009: Data-Driven Methods for Compression and Editing of Spatially Varying Appearance. PhD. Thesis Decorrelated Full Matrix Factorization (DFMF) 14 26/10/2011

15 angles Decorrelated Full Matrix Factorization Color transformation & decorrelation pixels BTF Y SVD Importance Angular Y Spatial Y Angular Y component #2 Spatial Y component #2 BTF RGB color BTF U Angular U Spatial U Angular U component #2 Spatial U component #2 BTF V Angular V Spatial V Angular V component #2 Spatial V component # /10/2011

16 components DFMF Rendering angles pixel Uncompressed: 500GB Angular Spatial Compressed: 640MB Angular component #2 Spatial component #2 Will fit on the GPU Random access to BTF Angular combination a = (ω i, ω o ) Pixel p = (x,y) shader 16 26/10/2011

17 components DFMF Rendering Uncompressed: 500GB angles Angular pixel Spatial Compressed: 640MB Will fit on the GPU Random access to BTF Angular combination a = (ω i, ω o ) Pixel p = (x,y) Angular component #2 Spatial component #2 BTF(a,p) = <, > shader 17 26/10/2011

18 STREAMING 18 26/10/2011

19 Progressive Transmission No specialized streaming protocol Load small chunks over HTTP Also used for audio/video in the browser HTTP Request HTTP Request HTTP Request HTTP Request Angular Angular component #2 Angular component #3 Angular component #4 Spatial Spatial component #2 Spatial component #3 Spatial component #4 Quality 19 26/10/2011

20 Progressive Transmission BTF Spatial: 1 Megapixel Angular: 15 Parabolic map: HDR data YUV needed to start rendering 12 MB Chunks too large! Angular Y Spatial Y Angular U Spatial U Angular V Spatial V 2 MB 2 MB 2 MB 2 MB 2 MB 2 MB 20 26/10/2011

21 Chunk Compression Components as images blue = don t care Spatial components natural images Angular components low frequency Apply image compression 21 26/10/2011

22 Chunk Compression Use wavelet compression Wavelet decomposition Quantization Store as PNG-File Huffman encoding Natively supported by browsers 0.4bpp Wavelet 22 26/10/ bpp JPG 16bpp Reference

23 Chunk Compression Constrain chunksize faster transmission Improve quality later by transmitting differences also wavelet compressed WebGL shader for decompression and blending Concurrent refinement, continous rendering 0.4bpp 0.8bpp 1.2bpp 1.6bpp 23 26/10/2011

24 Chunk Transmission Start next spatial Y component Start next spatial U component Start next spatial V component Possible Chunks Start next angular Y component Improve existing spatial Y component Start next angular U component Improve existing spatial U component Start next angular V component Improve existing spatial V component Improve existing angular Y component Improve existing angular U component Improve existing angular V component 24 26/10/2011

25 Chunk Transmission Precompute optimal ordering Heuristic approach Next chunk is biggest decrease in RMSE (Y,angular_#1,#1) (Y,angular_#1,#2) (Y,angular_#1,#3) (Y,angular_#2,#1) (Y,angular_#2,#2) 25 26/10/2011 (Y,angular_#1,#1) (Y,spatial_#1,#1) (U,spatial_#1,#1) (U,angular_#1,#1) (V,angular_#1,#1)

26 RESULTS 26 26/10/2011

27 Qualitative Analysis 0.87 MB First renderable version 1 MB 7 MB 46.4 MB Fully transmitted 534 GB Reference 27 26/10/2011

28 Quantitative Analysis Reference: 133 GB 28 26/10/ Megapixel BTF

29 Quantitative Analysis 29 26/10/ Megapixel BTF

30 Quantitative Analysis 30 26/10/ Megapixel BTF

31 Quantitative Analysis 31 26/10/ Megapixel BTF

32 Demonstration 32 26/10/2011

33 CONCLUSION 33 26/10/2011

34 Public dissemination of Digital Replicas Geometry + BTF: full appearance accessible Free viewpoint and arbitrary illumination direction High quality and realtime WebGL: Native in the Browser Cross platform Streaming: Early rendering (0.87 MB) Constantly improving quality Concurrent refinement continous rendering Technical Contribution 34 26/10/2011

35 Questions Thank you for your attention! The viewer-application is accessible at: Datasets are available for download at ftp://btf.cs.uni-bonn.de Acknowledgement: The research leading to these results was partially funded by the European Community s Seventh Framework Programme (FP7/ ) under grant agreement n ; and by the German Science Foundation (DFG) under research grant KL 1142/ /10/2011

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