High-Quality Non-planar Projections Using Real-Time Piecewise Perspective Projections | SpringerLink
Skip to main content

High-Quality Non-planar Projections Using Real-Time Piecewise Perspective Projections

  • Conference paper
Computer Vision, Imaging and Computer Graphics. Theory and Applications (VISIGRAPP 2009)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 68))

  • 1085 Accesses

Abstract

This paper presents an approach to real-time rendering of non-planar projections with a single center and straight projection rays. Its goal is to provide the same optimal and consistent image quality GPUs deliver for perspective projections. It therefor renders the result directly without image resampling. In contrast to most object-space approaches, it does not evaluate non-linear functions on the GPU, but approximates the projection itself by a set of perspective projection pieces. Within each piece, graphics hardware can provide optimal image quality. The result is a coherent and crisp rendering. Procedural textures and stylization effects greatly benefit from our method as they usually rely on screen-space operations. The real-time implementation runs entirely on GPU. It replicates input primitives on demand and renders them into all relevant projection pieces. The method is independent of the input mesh density and is not restricted to static meshes. Thus, it is well suited for interactive applications. We demonstrate an analytic and a freely designed projection based on our method.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
¥17,985 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
JPY 3498
Price includes VAT (Japan)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
JPY 5719
Price includes VAT (Japan)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
JPY 7149
Price includes VAT (Japan)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

Similar content being viewed by others

References

  1. Jo, K., Minamizawa, K., Nii, H., Kawakami, N., Tachi, S.: A GPU-based real-time rendering method for immersive stereoscopic displays. In: ACM SIGGRAPH 2008 posters, p. 1. ACM, New York (2008)

    Chapter  Google Scholar 

  2. Wei, L.Y., Liu, B., Yang, X., Ma, C., Xu, Y.Q., Guo, B.: Nonlinear beam tracing on a GPU. Technical report, Microsoft, MSR-TR-2007-168 (2007)

    Google Scholar 

  3. Popescu, V., Aliaga, D.G.: The depth discontinuity occlusion camera. In: SI3D, pp. 139–143. ACM, New York (2006)

    Chapter  Google Scholar 

  4. Brosz, J., Samavati, F.F., Sheelagh, M.T.C., Sousa, M.C.: Single camera flexible projection. In: Proc. of NPAR 2007, pp. 33–42. ACM, New York (2007)

    Google Scholar 

  5. Kopf, J., Lischinski, D., Deussen, O., Cohen-Or, D., Cohen, M.: Locally Adapted Projections to Reduce Panorama Distortions. Computer Graphics Forum (Proceedings of EGSR 2009) 28 (to appear, 2009)

    Google Scholar 

  6. Wood, D.N., Finkelstein, A., Hughes, J.F., Thayer, C.E., Salesin, D.H.: Multiperspective panoramas for cel animation. In: Proc. of ACM SIGGRAPH 1997, pp. 243–250. ACM Press/Addison-Wesley Publishing Co., New York (1997)

    Google Scholar 

  7. Agrawala, M., Zorin, D., Munzner, T.: Artistic multiprojection rendering. In: Proc. of the Eurographics Workshop on Rendering Techniques 2000, pp. 125–136. Springer, Heidelberg (2000)

    Google Scholar 

  8. Glassner, A.S.: Digital cubism. IEEE Computer Graphics and Applications 24, 82–90 (2004)

    Article  Google Scholar 

  9. Glassner, A.S.: Digital cubism, part 2. IEEE Computer Graphics and Applications 24, 84–95 (2004)

    Article  Google Scholar 

  10. Rademacher, P., Bishop, G.: Multiple-center-of-projection images. In: SIGGRAPH, pp. 199–206 (1998)

    Google Scholar 

  11. Heidrich, W., Seidel, H.P.: View-independent environment maps. In: HWWS 1998: ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware, pp. 39–45. ACM, New York (1998)

    Chapter  Google Scholar 

  12. Wan, L., Wong, T.T., Leung, C.S.: Isocube: Exploiting the cubemap hardware. IEEE Trans. on Vis. and Comp. Graphics 13, 720–731 (2007)

    Article  Google Scholar 

  13. Löffelmann, H., Gröller, E.: Ray tracing with extended cameras. Journal of Visualization and Computer Animation 7, 211–227 (1996)

    Article  Google Scholar 

  14. Yu, J., McMillan, L.: General linear cameras. In: Pajdla, T., Matas, J.G. (eds.) ECCV 2004. LNCS, vol. 3022, pp. 14–27. Springer, Heidelberg (2004)

    Chapter  Google Scholar 

  15. Popov, S., Gunther, J., Seidel, H.P., Slusallek, P.: Stackless kd-tree traversal for high performance gpu ray tracing. Computer Graphics Forum 26, 415–424 (2007)

    Article  Google Scholar 

  16. Bærentzen, A., Nielsen, S.L., Gjøl, M., Larsen, B.D., Christensen, N.J.: Single-pass wireframe rendering. In: ACM SIGGRAPH 2006, Sketches, p. 149. ACM, New York (2006)

    Chapter  Google Scholar 

  17. Freudenberg, B., Masuch, M., Strothotte, T.: Walk-through illustrations: Frame-coherent pen-and-ink in game engine. In: Proc. of Eurographics 2001, pp. 184–191 (2001)

    Google Scholar 

  18. Yang, Y., Chen, J.X., Beheshti, M.: Nonlinear perspective projections and magic lenses: 3d view deformation. IEEE Comput. Graph. Appl. 25, 76–84 (2005)

    Article  Google Scholar 

  19. Trapp, M., Döllner, J.: A generalization approach for 3d viewing deformations of single-center projections. In: Proc. of GRAPP 2008, pp. 162–170. INSTICC Press (2008)

    Google Scholar 

  20. Spindler, M., Bubke, M., Germer, T., Strothotte, T.: Camera textures. In: Proc. of the 4th GRAPHITE, pp. 295–302. ACM, New York (2006)

    Google Scholar 

  21. Sander, P.V., Mitchell, J.L.: Progressive Buffers: View-dependent Geometry and Texture for LOD Rendering. In: Symposium on Geometry Processing, pp. 129–138. Eurographics Association (2005)

    Google Scholar 

  22. Hoppe, H.: Progressive meshes. In: Proc. of SIGGRAPH 1996, pp. 99–108. ACM, New York (1996)

    Chapter  Google Scholar 

  23. Boubekeur, T., Schlick, C.: A flexible kernel for adaptive mesh refinement on GPU. Computer Graphics Forum 27, 102–114 (2008)

    Article  Google Scholar 

  24. Tatarinov, A.: Instanced tessellation in DirectX10. In: GDC 2008: Game Developers’ Conference 2008 (2008)

    Google Scholar 

  25. Yu, X., Yu, J., McMillan, L.: Towards multi-perspective rasterization. Vis. Comput. 25, 549–557 (2009)

    Article  Google Scholar 

  26. Lorenz, H., Döllner, J.: Dynamic mesh refinement on GPU using geometry shaders. In: Proc. of the 16th WSCG (2008)

    Google Scholar 

  27. Tatarchuk, N.: Real-time tessellation on GPU. In: Course 28: Advanced Real-Time Rendering in 3D Graphics and Games. ACM SIGGRAPH 2007 (2007)

    Google Scholar 

  28. Castaño, I.: Tesselation of displaced subdivision surfaces in DX11. In: XNA Gamefest 2008 (2008)

    Google Scholar 

  29. Persson, E.: ATI radeon HD2000 programming guide. Technical report, AMD, Inc. (2007)

    Google Scholar 

  30. Hou, X., Wei, L.Y., Shum, H.Y., Guo, B.: Real-time multi-perspective rendering on graphics hardware. In: EUROGRAPHICS Symposium on Rendering. Blackwell Publishing, Malden (2006)

    Google Scholar 

  31. Gascuel, J.D., Holzschuch, N., Fournier, G., Péroche, B.: Fast non-linear projections using graphics hardware. In: Symposium on Interactive 3D graphics and games, SI3D 2008, pp. 107–114. ACM, New York (2008)

    Chapter  Google Scholar 

  32. Heckbert, P.S.: Fundamentals of texture mapping and image warping. Technical report, University of California at Berkeley, Berkeley, CA, USA (1989)

    Google Scholar 

  33. Lorenz, H.: PPP demo (2009), http://www.haik-lorenz.de/geometryshaders.html

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2010 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Lorenz, H., Döllner, J. (2010). High-Quality Non-planar Projections Using Real-Time Piecewise Perspective Projections. In: Ranchordas, A., Pereira, J.M., Araújo, H.J., Tavares, J.M.R.S. (eds) Computer Vision, Imaging and Computer Graphics. Theory and Applications. VISIGRAPP 2009. Communications in Computer and Information Science, vol 68. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-11840-1_4

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-11840-1_4

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-11839-5

  • Online ISBN: 978-3-642-11840-1

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics