SlideShare a Scribd company logo
1 of 61
www.crs4.it/vic/
Visual Computing Group
Visual Computing – UniCa, June 17th, 2015
Part 2 – Mobile graphics trends
• Marco Agus
• Marcos Balsa
June 2015
1
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Applications
• Wide range of applications
– Cultural Heritage
– Medical Image
– 3D object registration
– GIS
– Gaming
– VR & AR
- Building reconstruction
- Virtual HCI
3D representation
+ additional information
2
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Mobile 3D interactive graphics
• General pipeline similar to standard interactive
applications
DATA
ACCESS
RENDERING
DISPLAY
INTERACTION
Scene
3
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
MOBILE
DEVICE
SERVER
Remote rendering
• General solution since first
PDAs
DATA
ACCESS
RENDERING
DISPLAY
INTERACTION
Scene
NETWORK
4
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Remote rendering
• 3D graphics applications require intensive
computation and network bandwidth
– electronic games
– visualization of very complex 3D scenes
• Remote rendering has long history and it is
successfully applied for gaming services
[OnLive]
– Limitation: interaction latency in cellular networks
6
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
MOBILE DEVICE
SERVER
Mixed Mobile/Remote rendering
• As mobile GPUs progress...
DATA
ACCESS
RENDERING
DISPLAY
INTERACTION
Scene
NETWORK
7
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Mixed Mobile/Remote rendering
• Model based versus Image based methods
• Model based methods
– Original models
– Partial models
– Simplified models
• Couple of lines
• Point clouds
Eisert and Fechteler. Low delay streaming of computer
graphics (ICIP 2008)
Gobbetti et al. Adaptive Quad Patches: an Adaptive Regular
Structure for Web Distribution and Adaptive Rendering of
3D Models. (Web3D 2012)
Balsa et al.,. Compression-domain Seamless Multiresolution
Visualization of Gigantic Meshes on Mobile Devices (Web3D
2013)
Diepstraten et al., 2004. Remote Line Rendering for Mobile
Devices (CGI 2004)
Duguet and Drettakis. Flexible point-based rendering on
mobile devices (IEEE Trans. on CG & Appl, 2004)
9
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Mixed Mobile/Remote rendering
• Model based versus Image based methods
• Model based methods
– Original models
– Partial models
– Simplified models
• Couple of lines
• Point clouds
Eisert and Fechteler. Low delay streaming of computer
graphics (ICIP 2008)
Gobbetti et al. Adaptive Quad Patches: an Adaptive Regular
Structure for Web Distribution and Adaptive Rendering of
3D Models. (Web3D 2012)
Balsa et al.,. Compression-domain Seamless Multiresolution
Visualization of Gigantic Meshes on Mobile Devices (Web3D
2013)
Diepstraten et al., 2004. Remote Line Rendering for Mobile
Devices (CGI 2004)
Duguet and Drettakis. Flexible point-based rendering on
mobile devices (IEEE Trans. on CG & Appl, 2004)
10
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Mixed Mobile/Remote rendering
• Image based methods
– Image impostors
– Environment maps
– Depth images
Noimark and Cohen-Or. Streaming scenes to mpeg-4 video-enabled devices (IEEE,
CG&A 2003)
Lamberti and Sanna. A streaming-based solution for remote visualization of 3D
graphics on mobile devices (IEEE, Trans. VCG, 2007)
Bouquerche and Pazzi. Remote rendering and streaming of progressive panoramas
for mobile devices (ACM Multimedia 2006)
Zhu et al. Towards peer-assisted rendering in networked virtual environments (ACM
Multimedia 2011)
Shi et al. A Real-Time Remote Rendering System for Interactive Mobile Graphics
(ACM Trans. On Multimedia, 2012)
Doellner et al. Server-based rendering of large 3D scenes for mobile devices using G-
buffer cube maps ( ACM Web3D, 2012)
11
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Mobile visualization systems
• Volume rendering
• Point cloud rendering
Moser and Weiskopf. Interactive volume rendering on mobile devices. Vision,
Modeling, and Visualization VMV. Vol. 8. 2008.
Noguerat al. Volume Rendering Strategies on Mobile Devices. GRAPP/IVAPP. 2012.
Campoalegre, Brunet, and Navazo. Interactive visualization of medical volume models
in mobile devices. Personal and ubiquitous computing 17.7 (2013): 1503-1514.
Balsa et al. Interactive exploration of gigantic point clouds on mobile devices. ( VAST
2012)
He et al. A multiresolution object space point-based rendering approach for mobile
devices (AFRIGRAPH, 2007)
12
Rodríguez, Marcos Balsa, and Pere Pau Vázquez Alcocer. Practical Volume Rendering
in Mobile Devices. Advances in Visual Computing. Springer, 2012. 708-718.
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Mobile visualization systems
• Volume rendering
• Point cloud rendering
Moser and Weiskopf. Interactive volume rendering on mobile devices. Vision,
Modeling, and Visualization VMV. Vol. 8. 2008.
Noguerat al. Volume Rendering Strategies on Mobile Devices. GRAPP/IVAPP. 2012.
Campoalegre, Brunet, and Navazo. Interactive visualization of medical volume models
in mobile devices. Personal and ubiquitous computing 17.7 (2013): 1503-1514.
Balsa et al. Interactive exploration of gigantic point clouds on mobile devices. ( VAST
2012)
He et al. A multiresolution object space point-based rendering approach for mobile
devices (AFRIGRAPH, 2007)
13
Rodríguez, Marcos Balsa, and Pere Pau Vázquez Alcocer. Practical Volume Rendering
in Mobile Devices. Advances in Visual Computing. Springer, 2012. 708-718.
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Trends in mobile graphics
• Hardware acceleration for improving
frame rates, resolutions and rendering
quality
– Parallel pipelines
– Real-time ray tracing
– Multi-rate approaches
18
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
SGRT: Real-time ray tracing
• Samsung
reconfigurable GPU
based on Ray Tracing
• Main key features:
– an area-efficient parallel
pipelined traversal unit
– flexible and high-
performance kernels for
shading and ray
generation
Lee, Won-Jong, et al. SGRT: A mobile GPU architecture for real-time ray
tracing. Proceedings of the 5th High-Performance Graphics Conference, 2013.
Shin et al., Full-stream architecture for ray tracing with efficient data
transmission, 2014 IEEE ISCAS
19
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Adaptive multi-rate shading
• The multi-rate shading pipeline
rasterizes triangles into coarse
fragments that correspond to
multiple pixels of coverage
• Coarse fragments are shaded, then
partitioned into fine fragments for
subsequent per-pixel shading
• If the coarse fragment shader
determines an effect should not be
evaluated at low sampling rates,
these computations are performed
in the fine shading stage
• Complex pipeline scheduling reduce
shading costs to more than three
and sometimes up to a factor of
five.
He et al. Extending the graphics pipeline with adaptive, multi-rate
shading. ACM Transactions on Graphics (TOG) 33.4 , 2014.
20
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Adaptive multi-frequency shading
• Real-time rendering of tessellated geometry is still fairly expensive,
as current pixel shading methods, e.g. MSAA), do not scale well
with geometric complexity.
• Pixel shading is tied to the coarse input patches and reused
between triangles, effectively decoupling the shading cost from the
tessellation level.
• AMFS can evaluate different parts of shaders at different
frequencies, allowing very efficient shading.
Clarberg, Petrik, et al. AMFS: adaptive multi-frequency shading for future
graphics processors. ACM Transactions on Graphics (TOG) 33.4 , 2014.
21
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Coarse pixel shading
• Architecture for varying
shading rates in a
rasterization pipeline,
while keeping the
visibility sampling rate
constant
• A single rendering pass
executes shading code
at one or more different
rates: per group of
pixels, per pixel, and per
sample
Vaidyanathan, Karthik, et al. Coarse Pixel Shading. Eurographics/ACM
SIGGRAPH Symposium on High Performance Graphics, 2014.
22
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
MOBILE DEVICE
Mobile rendering with capture
• Exploiting mobile device sensors...
DATA
ACCESS
RENDERING
DISPLAY
INTERACTION
Scene
CAPTUREEnvironment
23
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
MOBILE DEVICE
Mobile rendering with capture
• Exploiting mobile device sensors...
DATA
ACCESS
RENDERING
DISPLAY
INTERACTION
Scene
CAPTUREEnvironment
Example:
Google Tango
https://www.google.com/ata
p/projecttango/#project
24
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
3D acquisition and processing
• Live 3D reconstruction on
mobile phones
• The system allows to obtain
3D models of pleasing quality
interactively and entirely on-
device
• Efficient and accurate
scheme for integrating
multiple stereo-based depth
hypotheses into a compact
and consistent 3D model
Kolev et al. Turning Mobile Phones into 3D Scanners (CVPR 2014)
Tanskanen et al. Live Metric 3D Reconstruction on Mobile Phones (ICCV
2013)
25
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Physical simulations
• Framework for physically and chemically-based
simulations of analog alternative photographic
processes
• Efficient fluid simulation and manual process
running on iPad
Echevarria et al. Computational simulation of alternative photographic
processes. Computer Graphics Forum. Vol. 32. 2013.
26
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Correcting visual aberrations
• Computational display
technology that
predistorts the
presented content for
an observer, so that
the target image is
perceived without the
need for eyewear
• Demonstrated in low-
cost prototype mobile
devices
Huang, Fu-Chung, et al. Eyeglasses-free display: towards correcting visual
aberrations with computational light field displays.ACM Transactions on Graphics
(TOG) 33.4, 2014.
27
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Mobile Graphics
Next:
Real time visualization of massive models
on mobile systems
28
www.crs4.it/vic/
Visual Computing Group
Visual Computing – UniCa, June 17th, 2015
Mobile Graphics
• Marco Agus
• Marcos Balsa
June 2015
Real time visualization of massive models on
mobile systems
29
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Visualization techniques
Problems
– Large meshes
– Scenes with complex lighting
– Volume rendering
30
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Our Contributions: chunked
multiresolution structures
• Two approaches
– Fixed coarse subdivision
• Adaptive QuadPatches
– Multiresolution inside patch
– Adaptive coarse subdivision
• Compact Adaptive TetraPuzzles
– Global multiresolution
31
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Adaptive Quad Patches
Simplified Streaming and Rendering for the Web
• Represent models as fixed number of multiresolution quad
patches
– Image representation allows component reuse!
– Natural multiresolution model inside each patch
– Adaptive rendering handled totally within shaders!
• Works with topologically simple models
Best paper, WEB3D2012
Javascript!
32
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015 33
• Generate clean manifold triangle mesh
• Poisson reconstruction [Kazhdan et al. 2006]
• Remove topological noise
• Discard connected components with too few
triangles
• Parameterize the mesh on a quad-based domain
• Isometric triangle mesh parameterization
• Abstract domains [Pietroni et al. 2010]
• Remap into a collection of 2D square regions
• +Vertex in tri. Barycenter / +Quad at each
edge
• Resample each quad from original geometry
• Associates to each quad a regular grid of samples
(position, color and normal) -> image
• Multiresolution inside quad (image mip pyramid)
Pre-processing (Reparameterization)
Quad-based mesh
Base coarse mesh
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Pre-processing (Multiresolution)
• Collection of variable resolution quad patches
– Coarse representation of the original model
• Multiresolution pyramids
– Detail geometry, Color, Normals
• Shared border information
– Ensure connectivity
34
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Adaptive rendering
• 1. CPU Lod Selection
– Different quad LOD, but must agree on edges
– Quad LOD = max edge LOD (available)
– Use finest LOD available
– Send VBO with regular grid (1 for each LOD)
• 2. GPU: Vertex Shader
– Snap vertices on edges (match neighbors)
– Base position = corner interpolation (u,v)
– Displace VBO vertices
– normal + displacement (dequantized)
• 3. GPU: Fragment Shader
– Texturing & Shading
35
0,0 u,v
1,1
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Rendering example
Patches Levels Shading
36
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Results
• Adaptive rendering
– 1 pixel accuracy – 37
fps (min 13 fps)
• Network streaming
– Required 312Kbps (max
2.8Mbps) for no delay
– ADSL 8Mbps – 2 s fully
refined model from scratch
37
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Conclusions: Adaptive Quad Patches
• Effective creation and distribution system
– Fully automatic
– Compact, streamable and renderable 3D model representations
– Low CPU overhead  GPU adaptive rendering
– WebGL
• Desktop
• Mobile
• Limitations
– Closed objects with large components (i.e,3D scanned objs)
– Visual approximation (lossy)
– Explore more aggressive compression techniques
38
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Compact Adaptive Tetra Puzzles
Efficient distribution and rendering for mobile
39
• Built on Adaptive TetraPuzzles [CRS4+ISTI CNR, SIGGRAPH’04]
– Regular conformal hierarchy of tetrahedra
– Spatially partition of input mesh
• Mesh fragments at different resolutions
• Associated to implicit diamonds
• Objective
– Mobile
• Limited resources (512MB-3GB ram CPU/GPU)
• Limited performance (CPU/GPU)
– Compact GPU representation
• Good compression ratio (maximize resource usage)
• Low decoding complexity (maximize decoding/rendering performance)
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Our approach
• Our contribution
– Geometry clipped against containing tetrahedra
– Barycentric coordinates used for local tetrahedra geometry
reparameterization
– Fully adaptive and seamless 3D mesh structure with local quantization
– GPU friendly compact data representation
• 64bit = position (3 bytes) + color (3 bytes)+ normal(2 bytes)
• Normals encoded using the octahedron approach by [Meyer et al. 2012]
– Further compression for web distribution exploiting local data coherence for
entropy coding
Pbarycentric = λ1*P1+λ2*P2+λ3*P3+λ4*P4
40
P2
P1
P3
P4
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Overview
• Construction
– Start with hires triangle soup
– Partition model
– Construct non-leaf cells by bottom-up
recombination and simplification of
lower level cells
– Assign model space errors to cells
• Rendering
– Refine graph, render selected
precomputed cells
– Project errors to screen
– Dual queue
Adaptive
rendering
On-line
41
GPU
Cache
Ensure continuity  Shared information on borders
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Pre-processing (Barycentric parametrization)
• Tetrahedron geometry is reparameterized into
barycentric coordinates
– Triangles clipped on tetrahedron faces
– Inner vertices (I)
• 4 tetrahedron corners
– Vertices lying on tetrahedron faces
• 3 corners of the triangle defining the face
• Ensure continuity between neighbors
– Snap vertices on boundaries (<threshold)
• Simplification (per diamond)
– Inner versus all
– Inner boundary versus same class
– Outer boundary is fixed
1) Snap to corner 2) Snap to edge 3) Snap to face
42
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Rendering process
• Extract view dependent diamond cut (CPU)
• Required patches requested to server
– Asynchronous multithread client
– Apache 2 based server (data repository, no
processing)
• For each node (GPU Vertex Shader):
– VBO containing barycentric coordinates , normals
and colors (64 bits per vertex)
– Decode position : P = MV * [C0 C1 C2 C3] * [Vb]
• Vb is the vector with the 4 barycentric coords
• C0..C3 are tetrahedra corners
– Decode normal from 2 bytes encoding [Meyers et
al. 2010]
– Use color coded in RGB24
48
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Results Preprocessing (on 8 cores)
– 24k triangles/s
– 40 to 50 bits/vertex
Rendering (on iPad, tolerance
of 3 pixels)
– Average 30 Mtris/s
– Average 37 fps
– 15 fps for refined views
– (>2M triangles budget)
Rendering (on iPhone,
tolerance of 3 pixels)
– Average 2.8 Mtris/s
– Average 10 fps
– 2.8 fps for refined views (>1M
triangles budget)
Streaming Full screen view
– 30s on wireless,
– 45s on 3G
– David 14.5MB (1.1 Mtri)
– St. Matthew 19.9MB (1.8 Mtri)
49
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Conclusions: Compact ATP
• Effective distribution and rendering of gigantic 3D
triangle meshes on common handheld devices
– Compact, GPU friendly, adaptive data structure
• Exploiting the properties of conformal hierarchies of tetrahedra
• Seamless local quantization using barycentric coordinates
– Two-stage CPU and GPU compression
• Integrated into a multiresolution data representation
• Limitations
– Requires coding non-trivial data structures, hard to implement on scripting
environments
50
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Visualization techniques
Applications
– Large meshes
– Scenes with complex lighting
– Volume rendering
51
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Explore Maps
Ubiquitous exploration of scenes with complex illumination
• Real-time limitations ~30Hz
• Difficulties handling complex illumination on mobile/web platforms
with current methods
• Image-based techniques
• Constraining camera movement to a set of fixed camera positions
• Enable pre-computed photorealistic visualization
52
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Scene Discovery
• Goal
• Set of probes that provides full coverage of the scene
• Probe = 360° panoramic point of view
• Set of arcs connecting probes that enable full scene
navigation
55
Explore Map
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Scene Discovery
• Objective: Full scene coverage !!!
• 1. Add new probe in unseen area
• 2. Optimize view  move towards seen area barycenter
• Repeat until convergence (no improvement | no movement) < threshold
• 3. Goto 1 while coverage < threshold
56
Probe v0 Probe v1 Joint coverage
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Probe optimization
• Clustering  Cluster representative [Markov Cluster
Algorithm, MCL]
• Find natural clusters in graph – random walk
• Visit probability encoded in arcs = %coverage overlap between nodes
• Equivalent coverage, but better browsing experience
• Probe synthesis
• Optimization using a simulated annealing approach of:
• coverage & perceptual metrics[Secord et al. 2011]
57
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Connecting Probes
• Search for a common visible region and choose the
closest point in this region
• A mass-spring system is used for optimizing and
smoothing this path
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Dataset Creation (rendering)
• Input: Explore Map
• Probes with full scene coverage
• Transitions between “reachable” probes
• Pre-processing
• Photorealistic rendering (using Blender 2.68a)
• panoramic views both for probes and transition arcs
• We used 32 8-core PCs, for rendering times ranging from 40
minutes to 7 hours/model
• 1024^2 probe panoramas
• 256^2 transition video panoramas
59
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Explore Maps - Results
60
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Interactive Exploration
• UI for Explore Maps
• WebGL implementation + JPEG + MP4
• Panoramic images: probes + transition path
• Closest probe selection
• Path alignment with current view
• Thumbnail goto
• Non-fixed orientation
61
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Conclusion: Interactive Exploration
• Interactive exploration of complex scenes
– Web/mobile enabled
– Pre-computed rendering
• state-of-the-art Global Illumination
– Graph-based navigation  guided exploration
• Limitations
– Constrained navigation
• Fixed set of camera positions
– Limited interaction
• Exploit panoramic views on paths  less constrained navigation
62
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Visualization techniques
Applications
– Large meshes
– Scenes with complex lighting
– Volume rendering
69
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Practical Volume Rendering in Mobile Devices
70
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Our Goal
71
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Video
78
• Low resolution
when interacting
• Refine when still
Samsung Galaxy S (512MB)
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Conclusions
• 2012 – Volume rendering on mobile devices
– Possible but limited
• adaptive rendering (half resolution when interacting)
– 512MB RAM + 3x slice sets ~ 50-100MB was kind of limit for GPU
resources
– 3D textures as GLES extension – only on Qualcomm GPUs
• Nowadays –
– 1-4 GB of RAM
– 3D textures in core GLES 3.0 – 1024^3 typically supported
– GPU’s evolved  -- complex shaders ??
– ~2x-3x performance (~4fps… )
79
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Summary
• Interactive exploration of large mesh models
– Fixed coarse subdivision -- Adaptive QuadPatches
• Fixed number of patches, multiresolution inside patches
– Simple, but limited by topology issues
– Adaptive coarse subdivision -- Compact Adaptive TetraPuzzles
• Multiresolution by combining a variable number of fixed-size patches
– More general, but more complex
• Interactive exploration of complex scenes
– Guided navigation + Global Illumination, but limited freedom
• Practical volume rendering on mobile devices
– Almost there ? – too much fragment load  mobile GPU 
90
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
SERVER
MOBILE DEVICE
Networked capture/rendering/interaction
• In the future...
DATA
ACCESS
RENDERING
DISPLAY
INTERACTION
Scene
CAPTURE
Environment
NETWORK
91
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
SERVER
MOBILE DEVICE
Networked capture/rendering/interaction
• In the future...
DATA
ACCESS
RENDERING
DISPLAY
INTERACTION
Scene
CAPTURE
Environment
NETWORK
92
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Opportunities
• Killer applications will be
integration of
– Augmented reality / Mixed reality
technology
– Big Data operations
– Real-time constraints
– Parallelization on a massive scale
93
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Challenges
• Input/Output:
– Augmented Reality headsets (Google glasses, pico projectors?)
– Environment imaging (acquisition and reconstruction)
• Computational:
– API improvements (HW progress faster than SW)
• Vulkan? Metal?
– Cloud-device integration
• Ultimate challenge:
– The “network GPU”
– Extend the GPU to network scale
– 109 GPUs for 1021 FLOPs ?
• Exciting era…
94
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Questions and contacts
• CRS4 – Visual Computing Group
http://vic.crs4.it
• Speakers:
Marco Agus magus@crs4.it
Marcos Balsa mbalsa@crs4.it
• The DIVA project
http://diva-itn.ifi.uzh.ch
This work is partially supported by the EU FP7 Program under the DIVA project (REA Agreement 290277).
95
Marco Agus & Marcos Balsa
Visual Computing – UniCa, June 17th, 2015
Questions and contacts
• CRS4 – Visual Computing Group
http://vic.crs4.it
• Speakers:
Marco Agus magus@crs4.it
Marcos Balsa mbalsa@crs4.it
• The DIVA project
http://diva-itn.ifi.uzh.ch
This work is partially supported by the EU FP7 Program under the DIVA project (REA Agreement 290277).
96

More Related Content

Viewers also liked

Next generation mobile gp us and rendering techniques - niklas smedberg
Next generation mobile gp us and rendering techniques - niklas smedbergNext generation mobile gp us and rendering techniques - niklas smedberg
Next generation mobile gp us and rendering techniques - niklas smedbergMary Chan
 
infoShare 2013: Adam Frańczak - Techniki optymalizacyjne w UDK/ UE3
infoShare 2013: Adam Frańczak - Techniki optymalizacyjne w UDK/ UE3infoShare 2013: Adam Frańczak - Techniki optymalizacyjne w UDK/ UE3
infoShare 2013: Adam Frańczak - Techniki optymalizacyjne w UDK/ UE3Infoshare
 
In The Trenches Optimizing UE4 for Intel
In The Trenches Optimizing UE4 for IntelIn The Trenches Optimizing UE4 for Intel
In The Trenches Optimizing UE4 for IntelIntel® Software
 
Luis cataldi-ue4-vr-best-practices2
Luis cataldi-ue4-vr-best-practices2Luis cataldi-ue4-vr-best-practices2
Luis cataldi-ue4-vr-best-practices2Luis Cataldi
 
Unreal Engine (For Creating Games) Presentation
Unreal Engine (For Creating Games) PresentationUnreal Engine (For Creating Games) Presentation
Unreal Engine (For Creating Games) PresentationNitin Sharma
 
East Coast DevCon 2014: Engine Overview - A Programmer’s Glimpse at UE4
East Coast DevCon 2014: Engine Overview - A Programmer’s Glimpse at UE4East Coast DevCon 2014: Engine Overview - A Programmer’s Glimpse at UE4
East Coast DevCon 2014: Engine Overview - A Programmer’s Glimpse at UE4Gerke Max Preussner
 
Unreal conference slides
Unreal conference slidesUnreal conference slides
Unreal conference slidesCharles Schultz
 
Unreal Engine 4 Introduction
Unreal Engine 4 IntroductionUnreal Engine 4 Introduction
Unreal Engine 4 IntroductionSperasoft
 
Rendering AAA-Quality Characters of Project A1
Rendering AAA-Quality Characters of Project A1Rendering AAA-Quality Characters of Project A1
Rendering AAA-Quality Characters of Project A1Ki Hyunwoo
 
Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1
Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1
Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1Ki Hyunwoo
 
Optimization Deep Dive: Unreal Engine 4 on Intel
Optimization Deep Dive: Unreal Engine 4 on IntelOptimization Deep Dive: Unreal Engine 4 on Intel
Optimization Deep Dive: Unreal Engine 4 on IntelIntel® Software
 
Custom fabric shader for unreal engine 4
Custom fabric shader for unreal engine 4Custom fabric shader for unreal engine 4
Custom fabric shader for unreal engine 4동석 김
 

Viewers also liked (13)

Next generation mobile gp us and rendering techniques - niklas smedberg
Next generation mobile gp us and rendering techniques - niklas smedbergNext generation mobile gp us and rendering techniques - niklas smedberg
Next generation mobile gp us and rendering techniques - niklas smedberg
 
infoShare 2013: Adam Frańczak - Techniki optymalizacyjne w UDK/ UE3
infoShare 2013: Adam Frańczak - Techniki optymalizacyjne w UDK/ UE3infoShare 2013: Adam Frańczak - Techniki optymalizacyjne w UDK/ UE3
infoShare 2013: Adam Frańczak - Techniki optymalizacyjne w UDK/ UE3
 
In The Trenches Optimizing UE4 for Intel
In The Trenches Optimizing UE4 for IntelIn The Trenches Optimizing UE4 for Intel
In The Trenches Optimizing UE4 for Intel
 
Luis cataldi-ue4-vr-best-practices2
Luis cataldi-ue4-vr-best-practices2Luis cataldi-ue4-vr-best-practices2
Luis cataldi-ue4-vr-best-practices2
 
Unreal Engine (For Creating Games) Presentation
Unreal Engine (For Creating Games) PresentationUnreal Engine (For Creating Games) Presentation
Unreal Engine (For Creating Games) Presentation
 
East Coast DevCon 2014: Engine Overview - A Programmer’s Glimpse at UE4
East Coast DevCon 2014: Engine Overview - A Programmer’s Glimpse at UE4East Coast DevCon 2014: Engine Overview - A Programmer’s Glimpse at UE4
East Coast DevCon 2014: Engine Overview - A Programmer’s Glimpse at UE4
 
Alexey Savchenko, Unreal Engine
Alexey Savchenko, Unreal EngineAlexey Savchenko, Unreal Engine
Alexey Savchenko, Unreal Engine
 
Unreal conference slides
Unreal conference slidesUnreal conference slides
Unreal conference slides
 
Unreal Engine 4 Introduction
Unreal Engine 4 IntroductionUnreal Engine 4 Introduction
Unreal Engine 4 Introduction
 
Rendering AAA-Quality Characters of Project A1
Rendering AAA-Quality Characters of Project A1Rendering AAA-Quality Characters of Project A1
Rendering AAA-Quality Characters of Project A1
 
Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1
Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1
Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1
 
Optimization Deep Dive: Unreal Engine 4 on Intel
Optimization Deep Dive: Unreal Engine 4 on IntelOptimization Deep Dive: Unreal Engine 4 on Intel
Optimization Deep Dive: Unreal Engine 4 on Intel
 
Custom fabric shader for unreal engine 4
Custom fabric shader for unreal engine 4Custom fabric shader for unreal engine 4
Custom fabric shader for unreal engine 4
 

Similar to Mobile Graphics (part2)

Spatial Computing and the Future of Utility GIS
Spatial Computing and the Future of Utility GISSpatial Computing and the Future of Utility GIS
Spatial Computing and the Future of Utility GISGeorge Percivall
 
Clayvision-Yuichiro Takeuchi and Ken Perlin-Works
Clayvision-Yuichiro Takeuchi and Ken Perlin-WorksClayvision-Yuichiro Takeuchi and Ken Perlin-Works
Clayvision-Yuichiro Takeuchi and Ken Perlin-WorksDarshan Mehta
 
CrowdMap: Accurate Reconstruction of Indoor Floor Plan from Crowdsourced Sens...
CrowdMap: Accurate Reconstruction of Indoor Floor Plan from Crowdsourced Sens...CrowdMap: Accurate Reconstruction of Indoor Floor Plan from Crowdsourced Sens...
CrowdMap: Accurate Reconstruction of Indoor Floor Plan from Crowdsourced Sens...Si Chen
 
Location Data - Finding the needle in the haystack
Location Data - Finding the needle in the haystackLocation Data - Finding the needle in the haystack
Location Data - Finding the needle in the haystackLucy Woods
 
Quantify Measure App Project concept presentation
Quantify Measure App Project concept presentationQuantify Measure App Project concept presentation
Quantify Measure App Project concept presentationAsheeshK
 
Point Cloud Stream on Spatial Mixed Reality: Toward Telepresence in Architect...
Point Cloud Stream on Spatial Mixed Reality: Toward Telepresence in Architect...Point Cloud Stream on Spatial Mixed Reality: Toward Telepresence in Architect...
Point Cloud Stream on Spatial Mixed Reality: Toward Telepresence in Architect...Tomohiro Fukuda
 
"High-resolution 3D Reconstruction on a Mobile Processor," a Presentation fro...
"High-resolution 3D Reconstruction on a Mobile Processor," a Presentation fro..."High-resolution 3D Reconstruction on a Mobile Processor," a Presentation fro...
"High-resolution 3D Reconstruction on a Mobile Processor," a Presentation fro...Edge AI and Vision Alliance
 
Indoor Positioning System using Magnetic Positioning and BLE beacons
Indoor Positioning System using Magnetic Positioning and BLE beaconsIndoor Positioning System using Magnetic Positioning and BLE beacons
Indoor Positioning System using Magnetic Positioning and BLE beaconsIRJET Journal
 
An Improved Tracking Using IMU and Vision Fusion for Mobile Augmented Reality...
An Improved Tracking Using IMU and Vision Fusion for Mobile Augmented Reality...An Improved Tracking Using IMU and Vision Fusion for Mobile Augmented Reality...
An Improved Tracking Using IMU and Vision Fusion for Mobile Augmented Reality...ijma
 
356 358,tesma411,ijeast
356 358,tesma411,ijeast356 358,tesma411,ijeast
356 358,tesma411,ijeastaissmsblogs
 
307069674-Augmented-Reality-in-civil-engineering.pptx
307069674-Augmented-Reality-in-civil-engineering.pptx307069674-Augmented-Reality-in-civil-engineering.pptx
307069674-Augmented-Reality-in-civil-engineering.pptxmohammedtawfeeq29
 
VRGIS and big data for smarter, healthier cities
VRGIS and big data for smarter, healthier citiesVRGIS and big data for smarter, healthier cities
VRGIS and big data for smarter, healthier citiesMaged N. Kamel Boulos
 
Open source spatial database for mobile devices
Open source spatial database for mobile devicesOpen source spatial database for mobile devices
Open source spatial database for mobile devicesAlexander Decker
 
Handheld augmented reality_for_underground_infrast
Handheld augmented reality_for_underground_infrastHandheld augmented reality_for_underground_infrast
Handheld augmented reality_for_underground_infrastHelloWorld121381
 
Implementing Portable Tourist Captain
Implementing Portable Tourist CaptainImplementing Portable Tourist Captain
Implementing Portable Tourist CaptainIRJET Journal
 

Similar to Mobile Graphics (part2) (20)

2015 crs4-seminar-massive-models-full
2015 crs4-seminar-massive-models-full2015 crs4-seminar-massive-models-full
2015 crs4-seminar-massive-models-full
 
BUS TRACKING SYSTEM
BUS TRACKING SYSTEMBUS TRACKING SYSTEM
BUS TRACKING SYSTEM
 
Spatial Computing and the Future of Utility GIS
Spatial Computing and the Future of Utility GISSpatial Computing and the Future of Utility GIS
Spatial Computing and the Future of Utility GIS
 
Clayvision-Yuichiro Takeuchi and Ken Perlin-Works
Clayvision-Yuichiro Takeuchi and Ken Perlin-WorksClayvision-Yuichiro Takeuchi and Ken Perlin-Works
Clayvision-Yuichiro Takeuchi and Ken Perlin-Works
 
iscope
iscopeiscope
iscope
 
Iscope-final
 Iscope-final Iscope-final
Iscope-final
 
CrowdMap: Accurate Reconstruction of Indoor Floor Plan from Crowdsourced Sens...
CrowdMap: Accurate Reconstruction of Indoor Floor Plan from Crowdsourced Sens...CrowdMap: Accurate Reconstruction of Indoor Floor Plan from Crowdsourced Sens...
CrowdMap: Accurate Reconstruction of Indoor Floor Plan from Crowdsourced Sens...
 
Location Data - Finding the needle in the haystack
Location Data - Finding the needle in the haystackLocation Data - Finding the needle in the haystack
Location Data - Finding the needle in the haystack
 
Quantify Measure App Project concept presentation
Quantify Measure App Project concept presentationQuantify Measure App Project concept presentation
Quantify Measure App Project concept presentation
 
Point Cloud Stream on Spatial Mixed Reality: Toward Telepresence in Architect...
Point Cloud Stream on Spatial Mixed Reality: Toward Telepresence in Architect...Point Cloud Stream on Spatial Mixed Reality: Toward Telepresence in Architect...
Point Cloud Stream on Spatial Mixed Reality: Toward Telepresence in Architect...
 
"High-resolution 3D Reconstruction on a Mobile Processor," a Presentation fro...
"High-resolution 3D Reconstruction on a Mobile Processor," a Presentation fro..."High-resolution 3D Reconstruction on a Mobile Processor," a Presentation fro...
"High-resolution 3D Reconstruction on a Mobile Processor," a Presentation fro...
 
Indoor Positioning System using Magnetic Positioning and BLE beacons
Indoor Positioning System using Magnetic Positioning and BLE beaconsIndoor Positioning System using Magnetic Positioning and BLE beacons
Indoor Positioning System using Magnetic Positioning and BLE beacons
 
An Improved Tracking Using IMU and Vision Fusion for Mobile Augmented Reality...
An Improved Tracking Using IMU and Vision Fusion for Mobile Augmented Reality...An Improved Tracking Using IMU and Vision Fusion for Mobile Augmented Reality...
An Improved Tracking Using IMU and Vision Fusion for Mobile Augmented Reality...
 
356 358,tesma411,ijeast
356 358,tesma411,ijeast356 358,tesma411,ijeast
356 358,tesma411,ijeast
 
70.mobile gis
70.mobile gis70.mobile gis
70.mobile gis
 
307069674-Augmented-Reality-in-civil-engineering.pptx
307069674-Augmented-Reality-in-civil-engineering.pptx307069674-Augmented-Reality-in-civil-engineering.pptx
307069674-Augmented-Reality-in-civil-engineering.pptx
 
VRGIS and big data for smarter, healthier cities
VRGIS and big data for smarter, healthier citiesVRGIS and big data for smarter, healthier cities
VRGIS and big data for smarter, healthier cities
 
Open source spatial database for mobile devices
Open source spatial database for mobile devicesOpen source spatial database for mobile devices
Open source spatial database for mobile devices
 
Handheld augmented reality_for_underground_infrast
Handheld augmented reality_for_underground_infrastHandheld augmented reality_for_underground_infrast
Handheld augmented reality_for_underground_infrast
 
Implementing Portable Tourist Captain
Implementing Portable Tourist CaptainImplementing Portable Tourist Captain
Implementing Portable Tourist Captain
 

More from CRS4 Research Center in Sardinia

Sequenziamento Esomico. Maria Valentini (CRS4), Cagliari, 18 Novembre 2015
Sequenziamento Esomico. Maria Valentini (CRS4), Cagliari, 18 Novembre 2015Sequenziamento Esomico. Maria Valentini (CRS4), Cagliari, 18 Novembre 2015
Sequenziamento Esomico. Maria Valentini (CRS4), Cagliari, 18 Novembre 2015CRS4 Research Center in Sardinia
 
Near Surface Geoscience Conference 2015, Turin - A Spatial Velocity Analysis ...
Near Surface Geoscience Conference 2015, Turin - A Spatial Velocity Analysis ...Near Surface Geoscience Conference 2015, Turin - A Spatial Velocity Analysis ...
Near Surface Geoscience Conference 2015, Turin - A Spatial Velocity Analysis ...CRS4 Research Center in Sardinia
 
GIS partecipativo. Laura Muscas e Valentina Spanu (CRS4), Cagliari, 21 Ottobr...
GIS partecipativo. Laura Muscas e Valentina Spanu (CRS4), Cagliari, 21 Ottobr...GIS partecipativo. Laura Muscas e Valentina Spanu (CRS4), Cagliari, 21 Ottobr...
GIS partecipativo. Laura Muscas e Valentina Spanu (CRS4), Cagliari, 21 Ottobr...CRS4 Research Center in Sardinia
 
Alfonso Damiano (Università di Cagliari) ICT per Smart Grid
Alfonso Damiano (Università di Cagliari) ICT per Smart Grid Alfonso Damiano (Università di Cagliari) ICT per Smart Grid
Alfonso Damiano (Università di Cagliari) ICT per Smart Grid CRS4 Research Center in Sardinia
 
Dinamica Molecolare e Modellistica dell'interazione di lipidi col recettore P...
Dinamica Molecolare e Modellistica dell'interazione di lipidi col recettore P...Dinamica Molecolare e Modellistica dell'interazione di lipidi col recettore P...
Dinamica Molecolare e Modellistica dell'interazione di lipidi col recettore P...CRS4 Research Center in Sardinia
 
Innovazione e infrastrutture cloud per lo sviluppo di applicativi web e mobil...
Innovazione e infrastrutture cloud per lo sviluppo di applicativi web e mobil...Innovazione e infrastrutture cloud per lo sviluppo di applicativi web e mobil...
Innovazione e infrastrutture cloud per lo sviluppo di applicativi web e mobil...CRS4 Research Center in Sardinia
 
ORDBMS e NoSQL nel trattamento dei dati geografici parte seconda. 30 Sett. 2015
ORDBMS e NoSQL nel trattamento dei dati geografici parte seconda. 30 Sett. 2015ORDBMS e NoSQL nel trattamento dei dati geografici parte seconda. 30 Sett. 2015
ORDBMS e NoSQL nel trattamento dei dati geografici parte seconda. 30 Sett. 2015CRS4 Research Center in Sardinia
 
Sistemi No-Sql e Object-Relational nella gestione dei dati geografici 30 Sett...
Sistemi No-Sql e Object-Relational nella gestione dei dati geografici 30 Sett...Sistemi No-Sql e Object-Relational nella gestione dei dati geografici 30 Sett...
Sistemi No-Sql e Object-Relational nella gestione dei dati geografici 30 Sett...CRS4 Research Center in Sardinia
 
Elementi di sismica a riflessione e Georadar (Gian Piero Deidda, UNICA)
Elementi di sismica a riflessione e Georadar (Gian Piero Deidda, UNICA)Elementi di sismica a riflessione e Georadar (Gian Piero Deidda, UNICA)
Elementi di sismica a riflessione e Georadar (Gian Piero Deidda, UNICA)CRS4 Research Center in Sardinia
 
Near Surface Geoscience Conference 2014, Athens - Real-­time or full­‐precisi...
Near Surface Geoscience Conference 2014, Athens - Real-­time or full­‐precisi...Near Surface Geoscience Conference 2014, Athens - Real-­time or full­‐precisi...
Near Surface Geoscience Conference 2014, Athens - Real-­time or full­‐precisi...CRS4 Research Center in Sardinia
 
Luigi Atzori Metabolomica: Introduzione e review di alcune applicazioni in am...
Luigi Atzori Metabolomica: Introduzione e review di alcune applicazioni in am...Luigi Atzori Metabolomica: Introduzione e review di alcune applicazioni in am...
Luigi Atzori Metabolomica: Introduzione e review di alcune applicazioni in am...CRS4 Research Center in Sardinia
 
Scripting e DataWarehouse sui Big Data. Luca Pireddu (CRS4)
Scripting e DataWarehouse sui Big Data. Luca Pireddu (CRS4)Scripting e DataWarehouse sui Big Data. Luca Pireddu (CRS4)
Scripting e DataWarehouse sui Big Data. Luca Pireddu (CRS4)CRS4 Research Center in Sardinia
 

More from CRS4 Research Center in Sardinia (20)

The future is close
The future is closeThe future is close
The future is close
 
The future is close
The future is closeThe future is close
The future is close
 
Presentazione Linea B2 progetto Tutti a Iscol@ 2017
Presentazione Linea B2 progetto Tutti a Iscol@ 2017Presentazione Linea B2 progetto Tutti a Iscol@ 2017
Presentazione Linea B2 progetto Tutti a Iscol@ 2017
 
Iscola linea B 2016
Iscola linea B 2016Iscola linea B 2016
Iscola linea B 2016
 
Sequenziamento Esomico. Maria Valentini (CRS4), Cagliari, 18 Novembre 2015
Sequenziamento Esomico. Maria Valentini (CRS4), Cagliari, 18 Novembre 2015Sequenziamento Esomico. Maria Valentini (CRS4), Cagliari, 18 Novembre 2015
Sequenziamento Esomico. Maria Valentini (CRS4), Cagliari, 18 Novembre 2015
 
Near Surface Geoscience Conference 2015, Turin - A Spatial Velocity Analysis ...
Near Surface Geoscience Conference 2015, Turin - A Spatial Velocity Analysis ...Near Surface Geoscience Conference 2015, Turin - A Spatial Velocity Analysis ...
Near Surface Geoscience Conference 2015, Turin - A Spatial Velocity Analysis ...
 
GIS partecipativo. Laura Muscas e Valentina Spanu (CRS4), Cagliari, 21 Ottobr...
GIS partecipativo. Laura Muscas e Valentina Spanu (CRS4), Cagliari, 21 Ottobr...GIS partecipativo. Laura Muscas e Valentina Spanu (CRS4), Cagliari, 21 Ottobr...
GIS partecipativo. Laura Muscas e Valentina Spanu (CRS4), Cagliari, 21 Ottobr...
 
Alfonso Damiano (Università di Cagliari) ICT per Smart Grid
Alfonso Damiano (Università di Cagliari) ICT per Smart Grid Alfonso Damiano (Università di Cagliari) ICT per Smart Grid
Alfonso Damiano (Università di Cagliari) ICT per Smart Grid
 
Big Data Infrastructures - Hadoop ecosystem, M. E. Piras
Big Data Infrastructures - Hadoop ecosystem, M. E. PirasBig Data Infrastructures - Hadoop ecosystem, M. E. Piras
Big Data Infrastructures - Hadoop ecosystem, M. E. Piras
 
Big Data Analytics, Giovanni Delussu e Marco Enrico Piras
 Big Data Analytics, Giovanni Delussu e Marco Enrico Piras  Big Data Analytics, Giovanni Delussu e Marco Enrico Piras
Big Data Analytics, Giovanni Delussu e Marco Enrico Piras
 
Dinamica Molecolare e Modellistica dell'interazione di lipidi col recettore P...
Dinamica Molecolare e Modellistica dell'interazione di lipidi col recettore P...Dinamica Molecolare e Modellistica dell'interazione di lipidi col recettore P...
Dinamica Molecolare e Modellistica dell'interazione di lipidi col recettore P...
 
Innovazione e infrastrutture cloud per lo sviluppo di applicativi web e mobil...
Innovazione e infrastrutture cloud per lo sviluppo di applicativi web e mobil...Innovazione e infrastrutture cloud per lo sviluppo di applicativi web e mobil...
Innovazione e infrastrutture cloud per lo sviluppo di applicativi web e mobil...
 
ORDBMS e NoSQL nel trattamento dei dati geografici parte seconda. 30 Sett. 2015
ORDBMS e NoSQL nel trattamento dei dati geografici parte seconda. 30 Sett. 2015ORDBMS e NoSQL nel trattamento dei dati geografici parte seconda. 30 Sett. 2015
ORDBMS e NoSQL nel trattamento dei dati geografici parte seconda. 30 Sett. 2015
 
Sistemi No-Sql e Object-Relational nella gestione dei dati geografici 30 Sett...
Sistemi No-Sql e Object-Relational nella gestione dei dati geografici 30 Sett...Sistemi No-Sql e Object-Relational nella gestione dei dati geografici 30 Sett...
Sistemi No-Sql e Object-Relational nella gestione dei dati geografici 30 Sett...
 
Elementi di sismica a riflessione e Georadar (Gian Piero Deidda, UNICA)
Elementi di sismica a riflessione e Georadar (Gian Piero Deidda, UNICA)Elementi di sismica a riflessione e Georadar (Gian Piero Deidda, UNICA)
Elementi di sismica a riflessione e Georadar (Gian Piero Deidda, UNICA)
 
Near Surface Geoscience Conference 2014, Athens - Real-­time or full­‐precisi...
Near Surface Geoscience Conference 2014, Athens - Real-­time or full­‐precisi...Near Surface Geoscience Conference 2014, Athens - Real-­time or full­‐precisi...
Near Surface Geoscience Conference 2014, Athens - Real-­time or full­‐precisi...
 
SmartGeo/Eiagrid portal (Guido Satta, CRS4)
SmartGeo/Eiagrid portal (Guido Satta, CRS4)SmartGeo/Eiagrid portal (Guido Satta, CRS4)
SmartGeo/Eiagrid portal (Guido Satta, CRS4)
 
Luigi Atzori Metabolomica: Introduzione e review di alcune applicazioni in am...
Luigi Atzori Metabolomica: Introduzione e review di alcune applicazioni in am...Luigi Atzori Metabolomica: Introduzione e review di alcune applicazioni in am...
Luigi Atzori Metabolomica: Introduzione e review di alcune applicazioni in am...
 
A Survey of Compressed GPU-based Direct Volume Rendering
A Survey of Compressed GPU-based Direct Volume RenderingA Survey of Compressed GPU-based Direct Volume Rendering
A Survey of Compressed GPU-based Direct Volume Rendering
 
Scripting e DataWarehouse sui Big Data. Luca Pireddu (CRS4)
Scripting e DataWarehouse sui Big Data. Luca Pireddu (CRS4)Scripting e DataWarehouse sui Big Data. Luca Pireddu (CRS4)
Scripting e DataWarehouse sui Big Data. Luca Pireddu (CRS4)
 

Recently uploaded

Botany 4th semester series (krishna).pdf
Botany 4th semester series (krishna).pdfBotany 4th semester series (krishna).pdf
Botany 4th semester series (krishna).pdfSumit Kumar yadav
 
All-domain Anomaly Resolution Office U.S. Department of Defense (U) Case: “Eg...
All-domain Anomaly Resolution Office U.S. Department of Defense (U) Case: “Eg...All-domain Anomaly Resolution Office U.S. Department of Defense (U) Case: “Eg...
All-domain Anomaly Resolution Office U.S. Department of Defense (U) Case: “Eg...Sérgio Sacani
 
Discovery of an Accretion Streamer and a Slow Wide-angle Outflow around FUOri...
Discovery of an Accretion Streamer and a Slow Wide-angle Outflow around FUOri...Discovery of an Accretion Streamer and a Slow Wide-angle Outflow around FUOri...
Discovery of an Accretion Streamer and a Slow Wide-angle Outflow around FUOri...Sérgio Sacani
 
GBSN - Biochemistry (Unit 1)
GBSN - Biochemistry (Unit 1)GBSN - Biochemistry (Unit 1)
GBSN - Biochemistry (Unit 1)Areesha Ahmad
 
Zoology 4th semester series (krishna).pdf
Zoology 4th semester series (krishna).pdfZoology 4th semester series (krishna).pdf
Zoology 4th semester series (krishna).pdfSumit Kumar yadav
 
Recombination DNA Technology (Nucleic Acid Hybridization )
Recombination DNA Technology (Nucleic Acid Hybridization )Recombination DNA Technology (Nucleic Acid Hybridization )
Recombination DNA Technology (Nucleic Acid Hybridization )aarthirajkumar25
 
Spermiogenesis or Spermateleosis or metamorphosis of spermatid
Spermiogenesis or Spermateleosis or metamorphosis of spermatidSpermiogenesis or Spermateleosis or metamorphosis of spermatid
Spermiogenesis or Spermateleosis or metamorphosis of spermatidSarthak Sekhar Mondal
 
CALL ON ➥8923113531 🔝Call Girls Kesar Bagh Lucknow best Night Fun service 🪡
CALL ON ➥8923113531 🔝Call Girls Kesar Bagh Lucknow best Night Fun service  🪡CALL ON ➥8923113531 🔝Call Girls Kesar Bagh Lucknow best Night Fun service  🪡
CALL ON ➥8923113531 🔝Call Girls Kesar Bagh Lucknow best Night Fun service 🪡anilsa9823
 
Pests of cotton_Borer_Pests_Binomics_Dr.UPR.pdf
Pests of cotton_Borer_Pests_Binomics_Dr.UPR.pdfPests of cotton_Borer_Pests_Binomics_Dr.UPR.pdf
Pests of cotton_Borer_Pests_Binomics_Dr.UPR.pdfPirithiRaju
 
DIFFERENCE IN BACK CROSS AND TEST CROSS
DIFFERENCE IN  BACK CROSS AND TEST CROSSDIFFERENCE IN  BACK CROSS AND TEST CROSS
DIFFERENCE IN BACK CROSS AND TEST CROSSLeenakshiTyagi
 
Stunning ➥8448380779▻ Call Girls In Panchshil Enclave Delhi NCR
Stunning ➥8448380779▻ Call Girls In Panchshil Enclave Delhi NCRStunning ➥8448380779▻ Call Girls In Panchshil Enclave Delhi NCR
Stunning ➥8448380779▻ Call Girls In Panchshil Enclave Delhi NCRDelhi Call girls
 
Hire 💕 9907093804 Hooghly Call Girls Service Call Girls Agency
Hire 💕 9907093804 Hooghly Call Girls Service Call Girls AgencyHire 💕 9907093804 Hooghly Call Girls Service Call Girls Agency
Hire 💕 9907093804 Hooghly Call Girls Service Call Girls AgencySheetal Arora
 
Chemistry 4th semester series (krishna).pdf
Chemistry 4th semester series (krishna).pdfChemistry 4th semester series (krishna).pdf
Chemistry 4th semester series (krishna).pdfSumit Kumar yadav
 
GBSN - Microbiology (Unit 2)
GBSN - Microbiology (Unit 2)GBSN - Microbiology (Unit 2)
GBSN - Microbiology (Unit 2)Areesha Ahmad
 
Hubble Asteroid Hunter III. Physical properties of newly found asteroids
Hubble Asteroid Hunter III. Physical properties of newly found asteroidsHubble Asteroid Hunter III. Physical properties of newly found asteroids
Hubble Asteroid Hunter III. Physical properties of newly found asteroidsSérgio Sacani
 
Biological Classification BioHack (3).pdf
Biological Classification BioHack (3).pdfBiological Classification BioHack (3).pdf
Biological Classification BioHack (3).pdfmuntazimhurra
 
Biopesticide (2).pptx .This slides helps to know the different types of biop...
Biopesticide (2).pptx  .This slides helps to know the different types of biop...Biopesticide (2).pptx  .This slides helps to know the different types of biop...
Biopesticide (2).pptx .This slides helps to know the different types of biop...RohitNehra6
 
Pests of mustard_Identification_Management_Dr.UPR.pdf
Pests of mustard_Identification_Management_Dr.UPR.pdfPests of mustard_Identification_Management_Dr.UPR.pdf
Pests of mustard_Identification_Management_Dr.UPR.pdfPirithiRaju
 
9654467111 Call Girls In Raj Nagar Delhi Short 1500 Night 6000
9654467111 Call Girls In Raj Nagar Delhi Short 1500 Night 60009654467111 Call Girls In Raj Nagar Delhi Short 1500 Night 6000
9654467111 Call Girls In Raj Nagar Delhi Short 1500 Night 6000Sapana Sha
 

Recently uploaded (20)

Botany 4th semester series (krishna).pdf
Botany 4th semester series (krishna).pdfBotany 4th semester series (krishna).pdf
Botany 4th semester series (krishna).pdf
 
All-domain Anomaly Resolution Office U.S. Department of Defense (U) Case: “Eg...
All-domain Anomaly Resolution Office U.S. Department of Defense (U) Case: “Eg...All-domain Anomaly Resolution Office U.S. Department of Defense (U) Case: “Eg...
All-domain Anomaly Resolution Office U.S. Department of Defense (U) Case: “Eg...
 
Discovery of an Accretion Streamer and a Slow Wide-angle Outflow around FUOri...
Discovery of an Accretion Streamer and a Slow Wide-angle Outflow around FUOri...Discovery of an Accretion Streamer and a Slow Wide-angle Outflow around FUOri...
Discovery of an Accretion Streamer and a Slow Wide-angle Outflow around FUOri...
 
GBSN - Biochemistry (Unit 1)
GBSN - Biochemistry (Unit 1)GBSN - Biochemistry (Unit 1)
GBSN - Biochemistry (Unit 1)
 
Zoology 4th semester series (krishna).pdf
Zoology 4th semester series (krishna).pdfZoology 4th semester series (krishna).pdf
Zoology 4th semester series (krishna).pdf
 
Recombination DNA Technology (Nucleic Acid Hybridization )
Recombination DNA Technology (Nucleic Acid Hybridization )Recombination DNA Technology (Nucleic Acid Hybridization )
Recombination DNA Technology (Nucleic Acid Hybridization )
 
Spermiogenesis or Spermateleosis or metamorphosis of spermatid
Spermiogenesis or Spermateleosis or metamorphosis of spermatidSpermiogenesis or Spermateleosis or metamorphosis of spermatid
Spermiogenesis or Spermateleosis or metamorphosis of spermatid
 
The Philosophy of Science
The Philosophy of ScienceThe Philosophy of Science
The Philosophy of Science
 
CALL ON ➥8923113531 🔝Call Girls Kesar Bagh Lucknow best Night Fun service 🪡
CALL ON ➥8923113531 🔝Call Girls Kesar Bagh Lucknow best Night Fun service  🪡CALL ON ➥8923113531 🔝Call Girls Kesar Bagh Lucknow best Night Fun service  🪡
CALL ON ➥8923113531 🔝Call Girls Kesar Bagh Lucknow best Night Fun service 🪡
 
Pests of cotton_Borer_Pests_Binomics_Dr.UPR.pdf
Pests of cotton_Borer_Pests_Binomics_Dr.UPR.pdfPests of cotton_Borer_Pests_Binomics_Dr.UPR.pdf
Pests of cotton_Borer_Pests_Binomics_Dr.UPR.pdf
 
DIFFERENCE IN BACK CROSS AND TEST CROSS
DIFFERENCE IN  BACK CROSS AND TEST CROSSDIFFERENCE IN  BACK CROSS AND TEST CROSS
DIFFERENCE IN BACK CROSS AND TEST CROSS
 
Stunning ➥8448380779▻ Call Girls In Panchshil Enclave Delhi NCR
Stunning ➥8448380779▻ Call Girls In Panchshil Enclave Delhi NCRStunning ➥8448380779▻ Call Girls In Panchshil Enclave Delhi NCR
Stunning ➥8448380779▻ Call Girls In Panchshil Enclave Delhi NCR
 
Hire 💕 9907093804 Hooghly Call Girls Service Call Girls Agency
Hire 💕 9907093804 Hooghly Call Girls Service Call Girls AgencyHire 💕 9907093804 Hooghly Call Girls Service Call Girls Agency
Hire 💕 9907093804 Hooghly Call Girls Service Call Girls Agency
 
Chemistry 4th semester series (krishna).pdf
Chemistry 4th semester series (krishna).pdfChemistry 4th semester series (krishna).pdf
Chemistry 4th semester series (krishna).pdf
 
GBSN - Microbiology (Unit 2)
GBSN - Microbiology (Unit 2)GBSN - Microbiology (Unit 2)
GBSN - Microbiology (Unit 2)
 
Hubble Asteroid Hunter III. Physical properties of newly found asteroids
Hubble Asteroid Hunter III. Physical properties of newly found asteroidsHubble Asteroid Hunter III. Physical properties of newly found asteroids
Hubble Asteroid Hunter III. Physical properties of newly found asteroids
 
Biological Classification BioHack (3).pdf
Biological Classification BioHack (3).pdfBiological Classification BioHack (3).pdf
Biological Classification BioHack (3).pdf
 
Biopesticide (2).pptx .This slides helps to know the different types of biop...
Biopesticide (2).pptx  .This slides helps to know the different types of biop...Biopesticide (2).pptx  .This slides helps to know the different types of biop...
Biopesticide (2).pptx .This slides helps to know the different types of biop...
 
Pests of mustard_Identification_Management_Dr.UPR.pdf
Pests of mustard_Identification_Management_Dr.UPR.pdfPests of mustard_Identification_Management_Dr.UPR.pdf
Pests of mustard_Identification_Management_Dr.UPR.pdf
 
9654467111 Call Girls In Raj Nagar Delhi Short 1500 Night 6000
9654467111 Call Girls In Raj Nagar Delhi Short 1500 Night 60009654467111 Call Girls In Raj Nagar Delhi Short 1500 Night 6000
9654467111 Call Girls In Raj Nagar Delhi Short 1500 Night 6000
 

Mobile Graphics (part2)

  • 1. www.crs4.it/vic/ Visual Computing Group Visual Computing – UniCa, June 17th, 2015 Part 2 – Mobile graphics trends • Marco Agus • Marcos Balsa June 2015 1
  • 2. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Applications • Wide range of applications – Cultural Heritage – Medical Image – 3D object registration – GIS – Gaming – VR & AR - Building reconstruction - Virtual HCI 3D representation + additional information 2
  • 3. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Mobile 3D interactive graphics • General pipeline similar to standard interactive applications DATA ACCESS RENDERING DISPLAY INTERACTION Scene 3
  • 4. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 MOBILE DEVICE SERVER Remote rendering • General solution since first PDAs DATA ACCESS RENDERING DISPLAY INTERACTION Scene NETWORK 4
  • 5. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Remote rendering • 3D graphics applications require intensive computation and network bandwidth – electronic games – visualization of very complex 3D scenes • Remote rendering has long history and it is successfully applied for gaming services [OnLive] – Limitation: interaction latency in cellular networks 6
  • 6. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 MOBILE DEVICE SERVER Mixed Mobile/Remote rendering • As mobile GPUs progress... DATA ACCESS RENDERING DISPLAY INTERACTION Scene NETWORK 7
  • 7. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Mixed Mobile/Remote rendering • Model based versus Image based methods • Model based methods – Original models – Partial models – Simplified models • Couple of lines • Point clouds Eisert and Fechteler. Low delay streaming of computer graphics (ICIP 2008) Gobbetti et al. Adaptive Quad Patches: an Adaptive Regular Structure for Web Distribution and Adaptive Rendering of 3D Models. (Web3D 2012) Balsa et al.,. Compression-domain Seamless Multiresolution Visualization of Gigantic Meshes on Mobile Devices (Web3D 2013) Diepstraten et al., 2004. Remote Line Rendering for Mobile Devices (CGI 2004) Duguet and Drettakis. Flexible point-based rendering on mobile devices (IEEE Trans. on CG & Appl, 2004) 9
  • 8. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Mixed Mobile/Remote rendering • Model based versus Image based methods • Model based methods – Original models – Partial models – Simplified models • Couple of lines • Point clouds Eisert and Fechteler. Low delay streaming of computer graphics (ICIP 2008) Gobbetti et al. Adaptive Quad Patches: an Adaptive Regular Structure for Web Distribution and Adaptive Rendering of 3D Models. (Web3D 2012) Balsa et al.,. Compression-domain Seamless Multiresolution Visualization of Gigantic Meshes on Mobile Devices (Web3D 2013) Diepstraten et al., 2004. Remote Line Rendering for Mobile Devices (CGI 2004) Duguet and Drettakis. Flexible point-based rendering on mobile devices (IEEE Trans. on CG & Appl, 2004) 10
  • 9. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Mixed Mobile/Remote rendering • Image based methods – Image impostors – Environment maps – Depth images Noimark and Cohen-Or. Streaming scenes to mpeg-4 video-enabled devices (IEEE, CG&A 2003) Lamberti and Sanna. A streaming-based solution for remote visualization of 3D graphics on mobile devices (IEEE, Trans. VCG, 2007) Bouquerche and Pazzi. Remote rendering and streaming of progressive panoramas for mobile devices (ACM Multimedia 2006) Zhu et al. Towards peer-assisted rendering in networked virtual environments (ACM Multimedia 2011) Shi et al. A Real-Time Remote Rendering System for Interactive Mobile Graphics (ACM Trans. On Multimedia, 2012) Doellner et al. Server-based rendering of large 3D scenes for mobile devices using G- buffer cube maps ( ACM Web3D, 2012) 11
  • 10. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Mobile visualization systems • Volume rendering • Point cloud rendering Moser and Weiskopf. Interactive volume rendering on mobile devices. Vision, Modeling, and Visualization VMV. Vol. 8. 2008. Noguerat al. Volume Rendering Strategies on Mobile Devices. GRAPP/IVAPP. 2012. Campoalegre, Brunet, and Navazo. Interactive visualization of medical volume models in mobile devices. Personal and ubiquitous computing 17.7 (2013): 1503-1514. Balsa et al. Interactive exploration of gigantic point clouds on mobile devices. ( VAST 2012) He et al. A multiresolution object space point-based rendering approach for mobile devices (AFRIGRAPH, 2007) 12 Rodríguez, Marcos Balsa, and Pere Pau Vázquez Alcocer. Practical Volume Rendering in Mobile Devices. Advances in Visual Computing. Springer, 2012. 708-718.
  • 11. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Mobile visualization systems • Volume rendering • Point cloud rendering Moser and Weiskopf. Interactive volume rendering on mobile devices. Vision, Modeling, and Visualization VMV. Vol. 8. 2008. Noguerat al. Volume Rendering Strategies on Mobile Devices. GRAPP/IVAPP. 2012. Campoalegre, Brunet, and Navazo. Interactive visualization of medical volume models in mobile devices. Personal and ubiquitous computing 17.7 (2013): 1503-1514. Balsa et al. Interactive exploration of gigantic point clouds on mobile devices. ( VAST 2012) He et al. A multiresolution object space point-based rendering approach for mobile devices (AFRIGRAPH, 2007) 13 Rodríguez, Marcos Balsa, and Pere Pau Vázquez Alcocer. Practical Volume Rendering in Mobile Devices. Advances in Visual Computing. Springer, 2012. 708-718.
  • 12. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Trends in mobile graphics • Hardware acceleration for improving frame rates, resolutions and rendering quality – Parallel pipelines – Real-time ray tracing – Multi-rate approaches 18
  • 13. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 SGRT: Real-time ray tracing • Samsung reconfigurable GPU based on Ray Tracing • Main key features: – an area-efficient parallel pipelined traversal unit – flexible and high- performance kernels for shading and ray generation Lee, Won-Jong, et al. SGRT: A mobile GPU architecture for real-time ray tracing. Proceedings of the 5th High-Performance Graphics Conference, 2013. Shin et al., Full-stream architecture for ray tracing with efficient data transmission, 2014 IEEE ISCAS 19
  • 14. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Adaptive multi-rate shading • The multi-rate shading pipeline rasterizes triangles into coarse fragments that correspond to multiple pixels of coverage • Coarse fragments are shaded, then partitioned into fine fragments for subsequent per-pixel shading • If the coarse fragment shader determines an effect should not be evaluated at low sampling rates, these computations are performed in the fine shading stage • Complex pipeline scheduling reduce shading costs to more than three and sometimes up to a factor of five. He et al. Extending the graphics pipeline with adaptive, multi-rate shading. ACM Transactions on Graphics (TOG) 33.4 , 2014. 20
  • 15. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Adaptive multi-frequency shading • Real-time rendering of tessellated geometry is still fairly expensive, as current pixel shading methods, e.g. MSAA), do not scale well with geometric complexity. • Pixel shading is tied to the coarse input patches and reused between triangles, effectively decoupling the shading cost from the tessellation level. • AMFS can evaluate different parts of shaders at different frequencies, allowing very efficient shading. Clarberg, Petrik, et al. AMFS: adaptive multi-frequency shading for future graphics processors. ACM Transactions on Graphics (TOG) 33.4 , 2014. 21
  • 16. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Coarse pixel shading • Architecture for varying shading rates in a rasterization pipeline, while keeping the visibility sampling rate constant • A single rendering pass executes shading code at one or more different rates: per group of pixels, per pixel, and per sample Vaidyanathan, Karthik, et al. Coarse Pixel Shading. Eurographics/ACM SIGGRAPH Symposium on High Performance Graphics, 2014. 22
  • 17. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 MOBILE DEVICE Mobile rendering with capture • Exploiting mobile device sensors... DATA ACCESS RENDERING DISPLAY INTERACTION Scene CAPTUREEnvironment 23
  • 18. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 MOBILE DEVICE Mobile rendering with capture • Exploiting mobile device sensors... DATA ACCESS RENDERING DISPLAY INTERACTION Scene CAPTUREEnvironment Example: Google Tango https://www.google.com/ata p/projecttango/#project 24
  • 19. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 3D acquisition and processing • Live 3D reconstruction on mobile phones • The system allows to obtain 3D models of pleasing quality interactively and entirely on- device • Efficient and accurate scheme for integrating multiple stereo-based depth hypotheses into a compact and consistent 3D model Kolev et al. Turning Mobile Phones into 3D Scanners (CVPR 2014) Tanskanen et al. Live Metric 3D Reconstruction on Mobile Phones (ICCV 2013) 25
  • 20. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Physical simulations • Framework for physically and chemically-based simulations of analog alternative photographic processes • Efficient fluid simulation and manual process running on iPad Echevarria et al. Computational simulation of alternative photographic processes. Computer Graphics Forum. Vol. 32. 2013. 26
  • 21. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Correcting visual aberrations • Computational display technology that predistorts the presented content for an observer, so that the target image is perceived without the need for eyewear • Demonstrated in low- cost prototype mobile devices Huang, Fu-Chung, et al. Eyeglasses-free display: towards correcting visual aberrations with computational light field displays.ACM Transactions on Graphics (TOG) 33.4, 2014. 27
  • 22. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Mobile Graphics Next: Real time visualization of massive models on mobile systems 28
  • 23. www.crs4.it/vic/ Visual Computing Group Visual Computing – UniCa, June 17th, 2015 Mobile Graphics • Marco Agus • Marcos Balsa June 2015 Real time visualization of massive models on mobile systems 29
  • 24. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Visualization techniques Problems – Large meshes – Scenes with complex lighting – Volume rendering 30
  • 25. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Our Contributions: chunked multiresolution structures • Two approaches – Fixed coarse subdivision • Adaptive QuadPatches – Multiresolution inside patch – Adaptive coarse subdivision • Compact Adaptive TetraPuzzles – Global multiresolution 31
  • 26. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Adaptive Quad Patches Simplified Streaming and Rendering for the Web • Represent models as fixed number of multiresolution quad patches – Image representation allows component reuse! – Natural multiresolution model inside each patch – Adaptive rendering handled totally within shaders! • Works with topologically simple models Best paper, WEB3D2012 Javascript! 32
  • 27. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 33 • Generate clean manifold triangle mesh • Poisson reconstruction [Kazhdan et al. 2006] • Remove topological noise • Discard connected components with too few triangles • Parameterize the mesh on a quad-based domain • Isometric triangle mesh parameterization • Abstract domains [Pietroni et al. 2010] • Remap into a collection of 2D square regions • +Vertex in tri. Barycenter / +Quad at each edge • Resample each quad from original geometry • Associates to each quad a regular grid of samples (position, color and normal) -> image • Multiresolution inside quad (image mip pyramid) Pre-processing (Reparameterization) Quad-based mesh Base coarse mesh
  • 28. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Pre-processing (Multiresolution) • Collection of variable resolution quad patches – Coarse representation of the original model • Multiresolution pyramids – Detail geometry, Color, Normals • Shared border information – Ensure connectivity 34
  • 29. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Adaptive rendering • 1. CPU Lod Selection – Different quad LOD, but must agree on edges – Quad LOD = max edge LOD (available) – Use finest LOD available – Send VBO with regular grid (1 for each LOD) • 2. GPU: Vertex Shader – Snap vertices on edges (match neighbors) – Base position = corner interpolation (u,v) – Displace VBO vertices – normal + displacement (dequantized) • 3. GPU: Fragment Shader – Texturing & Shading 35 0,0 u,v 1,1
  • 30. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Rendering example Patches Levels Shading 36
  • 31. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Results • Adaptive rendering – 1 pixel accuracy – 37 fps (min 13 fps) • Network streaming – Required 312Kbps (max 2.8Mbps) for no delay – ADSL 8Mbps – 2 s fully refined model from scratch 37
  • 32. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Conclusions: Adaptive Quad Patches • Effective creation and distribution system – Fully automatic – Compact, streamable and renderable 3D model representations – Low CPU overhead  GPU adaptive rendering – WebGL • Desktop • Mobile • Limitations – Closed objects with large components (i.e,3D scanned objs) – Visual approximation (lossy) – Explore more aggressive compression techniques 38
  • 33. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Compact Adaptive Tetra Puzzles Efficient distribution and rendering for mobile 39 • Built on Adaptive TetraPuzzles [CRS4+ISTI CNR, SIGGRAPH’04] – Regular conformal hierarchy of tetrahedra – Spatially partition of input mesh • Mesh fragments at different resolutions • Associated to implicit diamonds • Objective – Mobile • Limited resources (512MB-3GB ram CPU/GPU) • Limited performance (CPU/GPU) – Compact GPU representation • Good compression ratio (maximize resource usage) • Low decoding complexity (maximize decoding/rendering performance)
  • 34. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Our approach • Our contribution – Geometry clipped against containing tetrahedra – Barycentric coordinates used for local tetrahedra geometry reparameterization – Fully adaptive and seamless 3D mesh structure with local quantization – GPU friendly compact data representation • 64bit = position (3 bytes) + color (3 bytes)+ normal(2 bytes) • Normals encoded using the octahedron approach by [Meyer et al. 2012] – Further compression for web distribution exploiting local data coherence for entropy coding Pbarycentric = λ1*P1+λ2*P2+λ3*P3+λ4*P4 40 P2 P1 P3 P4
  • 35. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Overview • Construction – Start with hires triangle soup – Partition model – Construct non-leaf cells by bottom-up recombination and simplification of lower level cells – Assign model space errors to cells • Rendering – Refine graph, render selected precomputed cells – Project errors to screen – Dual queue Adaptive rendering On-line 41 GPU Cache Ensure continuity  Shared information on borders
  • 36. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Pre-processing (Barycentric parametrization) • Tetrahedron geometry is reparameterized into barycentric coordinates – Triangles clipped on tetrahedron faces – Inner vertices (I) • 4 tetrahedron corners – Vertices lying on tetrahedron faces • 3 corners of the triangle defining the face • Ensure continuity between neighbors – Snap vertices on boundaries (<threshold) • Simplification (per diamond) – Inner versus all – Inner boundary versus same class – Outer boundary is fixed 1) Snap to corner 2) Snap to edge 3) Snap to face 42
  • 37. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Rendering process • Extract view dependent diamond cut (CPU) • Required patches requested to server – Asynchronous multithread client – Apache 2 based server (data repository, no processing) • For each node (GPU Vertex Shader): – VBO containing barycentric coordinates , normals and colors (64 bits per vertex) – Decode position : P = MV * [C0 C1 C2 C3] * [Vb] • Vb is the vector with the 4 barycentric coords • C0..C3 are tetrahedra corners – Decode normal from 2 bytes encoding [Meyers et al. 2010] – Use color coded in RGB24 48
  • 38. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Results Preprocessing (on 8 cores) – 24k triangles/s – 40 to 50 bits/vertex Rendering (on iPad, tolerance of 3 pixels) – Average 30 Mtris/s – Average 37 fps – 15 fps for refined views – (>2M triangles budget) Rendering (on iPhone, tolerance of 3 pixels) – Average 2.8 Mtris/s – Average 10 fps – 2.8 fps for refined views (>1M triangles budget) Streaming Full screen view – 30s on wireless, – 45s on 3G – David 14.5MB (1.1 Mtri) – St. Matthew 19.9MB (1.8 Mtri) 49
  • 39. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Conclusions: Compact ATP • Effective distribution and rendering of gigantic 3D triangle meshes on common handheld devices – Compact, GPU friendly, adaptive data structure • Exploiting the properties of conformal hierarchies of tetrahedra • Seamless local quantization using barycentric coordinates – Two-stage CPU and GPU compression • Integrated into a multiresolution data representation • Limitations – Requires coding non-trivial data structures, hard to implement on scripting environments 50
  • 40. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Visualization techniques Applications – Large meshes – Scenes with complex lighting – Volume rendering 51
  • 41. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Explore Maps Ubiquitous exploration of scenes with complex illumination • Real-time limitations ~30Hz • Difficulties handling complex illumination on mobile/web platforms with current methods • Image-based techniques • Constraining camera movement to a set of fixed camera positions • Enable pre-computed photorealistic visualization 52
  • 42. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Scene Discovery • Goal • Set of probes that provides full coverage of the scene • Probe = 360° panoramic point of view • Set of arcs connecting probes that enable full scene navigation 55 Explore Map
  • 43. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Scene Discovery • Objective: Full scene coverage !!! • 1. Add new probe in unseen area • 2. Optimize view  move towards seen area barycenter • Repeat until convergence (no improvement | no movement) < threshold • 3. Goto 1 while coverage < threshold 56 Probe v0 Probe v1 Joint coverage
  • 44. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Probe optimization • Clustering  Cluster representative [Markov Cluster Algorithm, MCL] • Find natural clusters in graph – random walk • Visit probability encoded in arcs = %coverage overlap between nodes • Equivalent coverage, but better browsing experience • Probe synthesis • Optimization using a simulated annealing approach of: • coverage & perceptual metrics[Secord et al. 2011] 57
  • 45. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Connecting Probes • Search for a common visible region and choose the closest point in this region • A mass-spring system is used for optimizing and smoothing this path
  • 46. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Dataset Creation (rendering) • Input: Explore Map • Probes with full scene coverage • Transitions between “reachable” probes • Pre-processing • Photorealistic rendering (using Blender 2.68a) • panoramic views both for probes and transition arcs • We used 32 8-core PCs, for rendering times ranging from 40 minutes to 7 hours/model • 1024^2 probe panoramas • 256^2 transition video panoramas 59
  • 47. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Explore Maps - Results 60
  • 48. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Interactive Exploration • UI for Explore Maps • WebGL implementation + JPEG + MP4 • Panoramic images: probes + transition path • Closest probe selection • Path alignment with current view • Thumbnail goto • Non-fixed orientation 61
  • 49. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Conclusion: Interactive Exploration • Interactive exploration of complex scenes – Web/mobile enabled – Pre-computed rendering • state-of-the-art Global Illumination – Graph-based navigation  guided exploration • Limitations – Constrained navigation • Fixed set of camera positions – Limited interaction • Exploit panoramic views on paths  less constrained navigation 62
  • 50. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Visualization techniques Applications – Large meshes – Scenes with complex lighting – Volume rendering 69
  • 51. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Practical Volume Rendering in Mobile Devices 70
  • 52. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Our Goal 71
  • 53. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Video 78 • Low resolution when interacting • Refine when still Samsung Galaxy S (512MB)
  • 54. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Conclusions • 2012 – Volume rendering on mobile devices – Possible but limited • adaptive rendering (half resolution when interacting) – 512MB RAM + 3x slice sets ~ 50-100MB was kind of limit for GPU resources – 3D textures as GLES extension – only on Qualcomm GPUs • Nowadays – – 1-4 GB of RAM – 3D textures in core GLES 3.0 – 1024^3 typically supported – GPU’s evolved  -- complex shaders ?? – ~2x-3x performance (~4fps… ) 79
  • 55. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Summary • Interactive exploration of large mesh models – Fixed coarse subdivision -- Adaptive QuadPatches • Fixed number of patches, multiresolution inside patches – Simple, but limited by topology issues – Adaptive coarse subdivision -- Compact Adaptive TetraPuzzles • Multiresolution by combining a variable number of fixed-size patches – More general, but more complex • Interactive exploration of complex scenes – Guided navigation + Global Illumination, but limited freedom • Practical volume rendering on mobile devices – Almost there ? – too much fragment load  mobile GPU  90
  • 56. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 SERVER MOBILE DEVICE Networked capture/rendering/interaction • In the future... DATA ACCESS RENDERING DISPLAY INTERACTION Scene CAPTURE Environment NETWORK 91
  • 57. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 SERVER MOBILE DEVICE Networked capture/rendering/interaction • In the future... DATA ACCESS RENDERING DISPLAY INTERACTION Scene CAPTURE Environment NETWORK 92
  • 58. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Opportunities • Killer applications will be integration of – Augmented reality / Mixed reality technology – Big Data operations – Real-time constraints – Parallelization on a massive scale 93
  • 59. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Challenges • Input/Output: – Augmented Reality headsets (Google glasses, pico projectors?) – Environment imaging (acquisition and reconstruction) • Computational: – API improvements (HW progress faster than SW) • Vulkan? Metal? – Cloud-device integration • Ultimate challenge: – The “network GPU” – Extend the GPU to network scale – 109 GPUs for 1021 FLOPs ? • Exciting era… 94
  • 60. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Questions and contacts • CRS4 – Visual Computing Group http://vic.crs4.it • Speakers: Marco Agus magus@crs4.it Marcos Balsa mbalsa@crs4.it • The DIVA project http://diva-itn.ifi.uzh.ch This work is partially supported by the EU FP7 Program under the DIVA project (REA Agreement 290277). 95
  • 61. Marco Agus & Marcos Balsa Visual Computing – UniCa, June 17th, 2015 Questions and contacts • CRS4 – Visual Computing Group http://vic.crs4.it • Speakers: Marco Agus magus@crs4.it Marcos Balsa mbalsa@crs4.it • The DIVA project http://diva-itn.ifi.uzh.ch This work is partially supported by the EU FP7 Program under the DIVA project (REA Agreement 290277). 96