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Efficient Methods for Parameterizing and Rendering Large Models
Speaker: Dr. Pedro Sander Application Research Group ATI Research Title: "Efficient Methods for Parameterizing and Rendering Large Models" Date: Monday, 6 March 2006 Time: 4:00pm - 5:00pm Venue: Lecture Theatre F (Leung Yat Sing Lecture Theatre, ear lift nos. 25/26) HKUST ABSTRACT: Texture-mapping is a traditional technique that has several applications in computer graphics. It uses surface signals to achieve a variety of rendering effects, including color mapping, bump mapping (where surface normals are the signal), displacement mapping (geometry), and self-shadowing. To allow texture-mapping, a surface must first be parameterized onto the texture domain by assigning texture coordinates to its vertices. In the first part of this talk, I will present new metrics and algorithms to parameterize a 3D surface onto the 2D domain for the purpose of texture-mapping. As opposed to previous methods, our new metrics directly minimize geometry and signal undersampling in the texture domain. I will also present a novel parameterization algorithm that is inspired on multigrid methods and uses hierarchical techniques to accelerate the parameterization process and improve results. These methods allow for more efficient use of the texture-map, yielding significantly better results than previous approaches for storing signals over surfaces. Since these methods were published, several new parameterization algorithms based on this work have been introduced. The second part of this talk focuses on how to use this parameterization framework to render texture-mapped level-of-detail meshes. First, I will describe a method to parameterize a progressive mesh (PM) so that the same texture-map can be used for all levels of detail. Then, I will present a new view-dependent level of detail rendering system designed with modern GPU architectures in mind. Our method is the first out-of-core system to support texture mapping, including a mechanism for texture level of detail. Our method is suitable for all classes of GPUs that provide basic vertex shader programmability, and is applicable for both out-of-core and instanced geometry. I will conclude showing a demo of the Parthenon, which uses all of the above mentioned techniques to efficiently render a multi-million polygon texture-mapped model in real-time. ***************** Biography: Dr. Pedro V. Sander is a member of the Application Research Group of ATI Research, where he researches new rendering algorithms for upcoming latest generation graphics hardware. Prior to joining ATI, Dr. Sander received a Bachelor of Science degree in Computer Science from Stony Brook University in 1998, and a Master of Science and Ph.D. in Computer Science from Harvard University in 1999 and 2003, respectively. While pursuing his Ph.D. at Harvard, Dr. Sander was a Microsoft Research Fellow from 2000 to 2002. Within computer graphics, his main areas of interest are real-time rendering and geometry processing.