a novel page-based data structure for interactive walkthroughs
DESCRIPTION
A Novel Page-Based Data Structure for Interactive Walkthroughs. Behzad Sajadi Yan Huang Pablo Diaz-Gutierrez Sung-Eui Yoon M. Gopi. Outline. Page-Based Rendering Data Fetching Algorithm 2-Factor Data Layout Implementation and Results Summary Conclusion and Future Work. - PowerPoint PPT PresentationTRANSCRIPT
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A Novel Page-Based Data Structure for Interactive
Walkthroughs
Behzad SajadiYan Huang
Pablo Diaz-GutierrezSung-Eui Yoon
M. Gopi
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Outline
Page-Based Rendering Data Fetching Algorithm 2-Factor Data Layout Implementation and Results Summary Conclusion and Future Work
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Traditional Rendering Workflow
2
365
7
1
4
8
4
Page Based Rendering Workflow
2
3
1
4 65
78
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Page Format
Self contained information Less bytes for vertex indices Effective compression
# vertices# vertices # faces# faces List of vertices with attributes
List of vertices with attributes
Indexed triangle list with attributes
Indexed triangle list with attributes
Eliminating fragment accesses
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Traditional K-d tree Page based K-d tree
Storage
OScache
Processheap space
High data management
cost
No data management
cost
Low data management cost
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Major Steps of the Workflows
Traditional rendering workflow
Page based rendering workflow
SceneData
structureLayout
LayoutApproximated
sceneData
structure
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Advantages
Less space required for the data structure K-d tree on pages instead of triangles
Independence of the layout and data structure Any layout can be converted to the page
based format
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Outline
Page-Based Rendering Data Fetching Algorithm 2-Factor Data Layout Implementation and Results Summary Conclusion and Future Work
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Rendering Flow
K-d treestructure
RenderFetchdata
Page numbersafter VF Culling
Triangles
2
3
1
4
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Sorting the Page Numbers
Access pattern is based on storage
…
..
.
K-d tree without sorting
…
..
.
1,72,5 4,12 5,7 9,14 8,16
1, 2, 4, 5, 7, 8, 9, 12, 14, 16
K-d tree after sorting
1,72,5 4,12 5,7 9,14 8,16
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Rendering Flow
K-d treestructure
Sort pagenumbers
RenderFetchdata
Page numbersafter VF Culling
Triangles
1, 2, 4, 5
2
3
1
4
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Backface Culling
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Rendering Flow
K-d treestructure
Sort pagenumbers
RenderFetchdata
BackfaceCulling
Page numbersafter VF Culling
Triangles
1, 2, 4, 5
2
3
1
4
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Outline
Page-Based Rendering Data Fetching Algorithm 2-Factor Data Layout Implementation and Results Summary Conclusion and Future Work
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Related Works
Cache oblivious layout by Yoon et al. [2006]
Space filling curves Morton layout (Z-Order) Hilbert layout
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Graph Construction
Nodes: Group of triangles Edge weights: Distance between the
primitives of the nodes
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2.5
41.8
6.7
5
5.3
85
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Steps of the Method
Use GLA (Generalized Lloyd's Algorithm) to partition the primitives
Use [Diaz-Gutierrez and Gopi 2005] to get a 2-factor
Iterate in a hierarchical manner
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The Layout Hierarchy
Ordering using2-Factor Layouts
Partitioning usingGLA clustering
1 23 4 5 6 7
Final Layout: 2 1 6 7 4 5 3
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Advantages
Operates globally Scalable Amenable for multiple proximity
measures
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Outline
Page-Based Rendering Data Fetching Algorithm 2-Factor Data Layout Implementation and Results Summary Conclusion and Future Work
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The City Model
Floor planned using role playing city map generator 5.40
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The City Model (Contd.)
3D models of houses and trees were replaced
Cars were added in the streets
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The City Model (Contd.)
Specifications 110 million triangles 90 million vertices Spans 4528 MB Around 10,000 objects 115 million vertices in page format Spans 3814 MB in page format
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Texture Based Simplification
[Aliaga and Lastra 1997]
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Statistics
Frame rates Raster scan layout: 20 FPS Cache oblivious layout by Yoon et al.
[2006]: 27 fps 2-factor layout: 28 FPS
Rendering statistics (our layout) Page size: 4 KB Average disk-page per frame: 2365 Average triangle per frame: 240 K
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Statistics (Contd.)
Computation times Page format conversion: 15 min (Offline) K-d tree construction: 5 min (Offline) Billboard rendering: 20 hour (Offline) Program initialization: 20 sec
Consumed memory Billboards: 640 MB K-d tree: 96 MB (including bounding
boxes and normal cones)
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Outline
Page-Based Rendering Data Fetching Algorithm 2-Factor Data Layout Implementation and Results Summary Conclusion and Future Work
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Before Rendering (Offline) Steps
Given layoutConvert to thepage format
Construct thedisk-page hierarchy
2
3
1
4
Rendering (Online) Steps
K-d treestructure
Sort pagenumbers
RenderFetchdata
BackfaceCulling
Page numbersafter VF Culling
Triangles
1, 2, 4, 5
2
3
1
4
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Outline
Page-Based Rendering Data Fetching Algorithm 2-Factor Data Layout Implementation and Results Summary Conclusion and Future Work
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Conclusion
A simple data structure on the disk pages Simplicity High Performance Generality
A new cache oblivious layout
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Future Work
Analyzing the disk-page hierarchy on other data structures
Exploring other applications that can make use of this data structure
Including simplification techniques Adding a cache management system Analyzing the number cache hits and
misses
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Questions?