virtual reality modeling. from (burdea 1996) the vr physical modeling:

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Virtual Reality Modeling Virtual Reality Modeling

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Page 1: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Virtual Reality ModelingVirtual Reality Modeling

Page 2: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

from (Burdea 1996)

The VR physical modeling:The VR physical modeling:

Page 3: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

The Haptics Rendering Pipeline (revisited)The Haptics Rendering Pipeline (revisited)

ForceForce TactileTactileTraversalTraversal DisplayDisplay

ForceForceCalculationCalculation

Force Force SmoothingSmoothing

ForceForceMappingMapping

HapticHapticTexturingTexturing

Collision Collision DetectionDetection

ViewViewTransformTransform

LightingLighting ProjectionProjection TexturingTexturingScene Scene

TraversalTraversal

GeometryGeometry RasterizerRasterizerApplicationApplication DisplayDisplay

adapted from (Popescu, 2001)

Page 4: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

The Haptics Rendering PipelineThe Haptics Rendering Pipeline

ForceForce TactileTactileTraversalTraversal DisplayDisplay

ForceForceCalculationCalculation

Force Force SmoothingSmoothing

ForceForceMappingMapping

HapticHapticTexturingTexturing

Collision Collision DetectionDetection

Page 5: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Uses bounding box collision detection for fast response; Two types of bounding boxes, with fixed size or variable size (depending on enclosed object orientation). Fixed size is computationally faster, but less precise

Collision detection:Collision detection:

Variable size Bounding BoxVariable size Bounding Box Fixed size Bounding BoxFixed size Bounding Box

Page 6: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Collision DetectionCollision Detection

Page 7: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Undetected collisionUndetected collisionBall at timeBall at time t t

Ball at time Ball at time t + 1/fpst + 1/fps

Ball at time tBall at time t

Longest distanceLongest distance

If longest distanceIf longest distance d < v d < v • 1/fps• 1/fpsthen collision is undetected (v is the ball then collision is undetected (v is the ball velocity along its trajectory)velocity along its trajectory)

Page 8: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

For more precise detection, we use a two-stage collision detection: an approximate (bounding box ) stage, followed by a slower exact collision detection stage.

Two-stage collision detection:Two-stage collision detection:

Bounding Box PruningBounding Box Pruning multi-body pairsmulti-body pairs

Pair-wise exactPair-wise exactCollision DetectionCollision Detection

Simulation Simulation

Collision responseCollision response

yes

yes

no

Page 9: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Exact collision detectionExact collision detection

Page 10: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Surface cutting: Surface cutting: An extreme case of surface “deformation” is surface cutting. This happens when the contact force exceed a given threshold; When cutting, one vertex gets a co-located twin. Subsequently the twin vertices separate based on spring/damper laws and the cut enlarges.

Cutting instrumentCutting instrumentMesh Mesh beforebefore cut cut Mesh Mesh afterafter cut cut

V2V2V1V1 V2V2V1V1

Page 11: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Collision response – surface deformationCollision response – surface deformation

Page 12: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

The Haptics Rendering PipelineThe Haptics Rendering Pipeline

ForceForce TactileTactileTraversalTraversal DisplayDisplay

ForceForceCalculationCalculation

Force Force SmoothingSmoothing

ForceForceMappingMapping

HapticHapticTexturingTexturing

Collision Collision DetectionDetection

Page 13: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Haptic Interface PointHaptic Interface Point

Object polygonObject polygon

I -Haptic Interface PointI -Haptic Interface PointHaptic Interface PointHaptic Interface Point

Penetration distancePenetration distance

Haptic interfaceHaptic interface

Page 14: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Force output for homogeneous elastic objectsForce output for homogeneous elastic objects

K K •• d, d, for 0 for 0 d d d d max max

F F maxmax for dfor d max max d d

where where F F maxmax is that haptic interface maximum output force is that haptic interface maximum output force

{{F =F =

F F maxmax

d d max 1max 1 Penetration distance d Penetration distance d d d max 2max 2

Hard objec

t

Hard objec

t

Soft object

Soft object

saturationsaturation

Page 15: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Force Calculation –Force Calculation –Elastic objects with harder interiorElastic objects with harder interior

K K 11 •• d, d, for 0 for 0 d d d d discontinuity discontinuity

K K 1 1 •• d d discontinuity discontinuity + K + K 2 2 •• (d –d (d –d discontinuitydiscontinuity)), , for dfor d discontinuity discontinuity d d

where dwhere d discontinuity discontinuity is object stiffness change point is object stiffness change point

{{F =F =

Penetration distance d Penetration distance d d d discontinuitydiscontinuity

FF

Page 16: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

F F rr

F F

Force Calculation –Force Calculation –Virtual pushbuttonVirtual pushbutton

F = K F = K 11 •• d (1-u d (1-umm) +) +

FFrr •• u umm + +

K K 22 •• (d – n) u (d – n) unn

where uwhere umm and u and unn are unit step are unit step

functions at m and nfunctions at m and n

mm nn Penetration distance d Penetration distance d

Virtual wall Virtual wall

Page 17: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

FF initial initial = K = K •• d for 0 d for 0 d d

mm

FF = 0 during relaxation,= 0 during relaxation,

F F subsequentsubsequent = K = K 11 •• d d •• u umm for 0 for 0 d d n n

FF = 0 during relaxation,= 0 during relaxation,

where uwhere umm is unit step function at m is unit step function at m

mmmm nn

Force Calculation –Force Calculation –Plastic deformationPlastic deformation

Page 18: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Generate energy due to sampling time-Generate energy due to sampling time-To avoid system instabilities we add aTo avoid system instabilities we add adamping termdamping term

Force Calculation –Force Calculation –Virtual wallVirtual wall

V V 0 0

Virtual wall Virtual wall Moving into the wallMoving into the wall

timetime

F F

V V 0 0

Virtual wall Virtual wall Moving away from the wallMoving away from the wall

timetime

F F

K K wallwall •• x + B v x + B v, , for v for v 0 0

K K wall wall •• x, x, for v for v 0 0

where B is a directional damperwhere B is a directional damper

{{F =F =

Page 19: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

The Haptics Rendering PipelineThe Haptics Rendering Pipeline

ForceForce TactileTactileTraversalTraversal DisplayDisplay

ForceForceCalculationCalculation

Force Force SmoothingSmoothing

ForceForceMappingMapping

HapticHapticTexturingTexturing

Collision Collision DetectionDetection

Page 20: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

where N is the direction of the contact force based on vertex normal interpolation

Force shading: Force shading:

Real cylinder contactReal cylinder contact forcesforces

Non-shaded contactNon-shaded contact forcesforces

Contact forces afterContact forces after shadingshading

K K objectobject •• d d • N• N , , for 0 for 0 d d d d maxmax

F F max max •• N, N, for d for d max max < d< d{{F F smoothedsmoothed = =

Page 21: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

The haptic mesh: The haptic mesh: A single HIP is not sufficient to capture the geometry

of fingertip-object contact; The curvature of the fingertip, and the object

deformation need to be realistically modeled.

Screen sequence for squeezing an elastic virtual ballScreen sequence for squeezing an elastic virtual ball

Page 22: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Penetration distance Penetration distance for mesh point for mesh point i

Mesh point Mesh point i

Haptic meshHaptic mesh

Page 23: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Haptic Interface Point Haptic Interface Point iPenetration distance Penetration distance for mesh point for mesh point i

For each haptic interface point of the meshFor each haptic interface point of the mesh::

F F haptic-mesh ihaptic-mesh i = K = K objectobject •• d d mesh imesh i •• N N surfacesurface

where where d d mesh imesh i are the interpenetrating distances at the are the interpenetrating distances at the

mesh points, mesh points, N N surface surface is the weighted surface normal is the weighted surface normal

of the contact polygonof the contact polygon

Haptic mesh force calculationHaptic mesh force calculation

Page 24: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

The Haptics Rendering PipelineThe Haptics Rendering Pipeline

ForceForce TactileTactileTraversalTraversal DisplayDisplay

ForceForceCalculationCalculation

Force Force SmoothingSmoothing

HapticHapticTexturingTexturing

Collision Collision DetectionDetection

Force Force MappingMapping

Page 25: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Force mappingForce mapping

Force displayed by the Rutgers Master interface: Force displayed by the Rutgers Master interface:

F F displayeddisplayed = ( = ( F F haptic-meshhaptic-mesh ) )•• cos cos

where where it the angle between the mesh force resultant and the piston it the angle between the mesh force resultant and the piston

Page 26: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

The Haptics Rendering PipelineThe Haptics Rendering Pipeline

ForceForce TactileTactileTraversalTraversal DisplayDisplay

ForceForceCalculationCalculation

Force Force SmoothingSmoothing

ForceForceMappingMapping

HapticHapticTexturingTexturing

Collision Collision DetectionDetection

Page 27: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Tactile mouseTactile mouse

Tactile patterns produced by the Logitech mouseTactile patterns produced by the Logitech mouse

ForceForce

Time Time Time Time Time Time

Page 28: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

haptic mouse texture simulation

Page 29: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Surface haptic texture produced by the PHANToM Surface haptic texture produced by the PHANToM interfaceinterface

Page 30: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Haptic interfaceHaptic interface

Haptic Interface PointHaptic Interface Point

Object polygonObject polygon

XX

YY

ZZ

F F texturetexture = A sin(m x) = A sin(m x) •• sin(n y), sin(n y),

where A, m, n are constants:where A, m, n are constants: A gives magnitude of vibrations;A gives magnitude of vibrations; m and n modulate the frequency of m and n modulate the frequency of vibrations in the x and y directionsvibrations in the x and y directions

Page 31: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

BEHAVIOR MODELING BEHAVIOR MODELING The simulation level of autonomy (LOA) is a function of its

components Thalmann et al. (2000) distinguish three levels of autonomy. The

simulation components can be either “guided” (lowest),

“programmed” (intermediate” and “autonomous (high) Simulation LOA = f(LOA(Objects),LOA(Agents),LOA(Groups))Simulation LOA = f(LOA(Objects),LOA(Agents),LOA(Groups))

Interactive objectInteractive object Intelligent agentIntelligent agent Group of agentsGroup of agents

Autonomous

Programmed

Guided

Autonomous

Programmed

Guided

Autonomous

Programmed

Guided

Simulation Simulation LOALOA

adapted from (Thalmann et al., 2000)

Page 32: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Interactive objects: Interactive objects: Have behavior independent of user’s input (ex. clock); This is needed in large virtual environments, where it is

impossible for the user to provide all required inputs.

System clockSystem clock

Automatic door – Automatic door – reflex behaviorreflex behavior

Page 33: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Interactive objects: Interactive objects: The fireflies in NVIDIA’s Grove have behavior

independent of user’s input. User controls the virtual

camera;

Page 34: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Agent behavior: Agent behavior: A behavior model composed of perception, emotions,

behavior, and actions; Perception (through virtual sensors) makes the agent

aware of his surroundings.

PerceptionPerception EmotionsEmotions

BehaviorBehavior

ActionsActions

Virtual worldVirtual world

Page 35: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Reflex behavior: Reflex behavior: A direct link between perception and actions (following

behavior rules (“cells”); Does not involve emotions.

PerceptionPerception EmotionsEmotions

BehaviorBehavior

ActionsActions

Page 36: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Object behaviorObject behavior

Another example of reflex behavior – “Dexter” at MIT [Johnson, 1991]: Hand shake, followed by head turn

Autonomous virtual humanAutonomous virtual human

User-controlled hand avatarUser-controlled hand avatar

Page 37: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Agent behavior - Agent behavior - avatarsavatars

If user maps to a full-body avatar, then virtual human agents react through body expression recognition: example dance. Swiss Institute of Technology, 1999(credit Daniel Thalmann)

Autonomous virtual humanAutonomous virtual humanUser-controlled hand avatarUser-controlled hand avatar

Page 38: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Emotional behavior: Emotional behavior: A subjective strong feeling (anger, fear) following perception; Two different agents can have different emotions to the same perception, thus they can have different actions.

Virtual worldVirtual world

Emotions 2Emotions 2 PerceptionPerception

BehaviorBehavior

Actions 2Actions 2

Perception Perception Emotions 1Emotions 1

BehaviorBehavior

Actions 1Actions 1

Page 39: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Crowds behaviorCrowds behavior

(Thalmann et al., 2000)

Crowd behavior emphasizes group (rather than individual) actions; Crowds can have guided LOA, when their behavior is defined explicitly by the user; Or they can have Autonomous LOA with behaviors specified by rules and other complex methods (including memory).

Political demonstrationPolitical demonstration

Guided crowdGuided crowdUser needs to specifyIntermediate path points

Autonomous crowdAutonomous crowdGroup perceives info onits environment and decides a path to follow to reach the goalVC 5.3

Page 40: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

MODEL MANAGEMENT MODEL MANAGEMENT It is necessary to maintain interactivity and

constant frame rates when rendering complex

models. Several techniques exist: Level of detail segmentation; Cell segmentation; Off-line computations; Lighting and bump mapping at rendering

stage; Portals.

Page 41: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Level of detail segmentation: Level of detail segmentation: Level of detail (LOD) relates to the number of polygons

on the object’s surface. Even if the object has high

complexity, its detail may not be visible if the object is

too far from the virtual camera (observer).

Tree with 27,000 polygons Tree with 27,000 polygons

Tree with 27,000 polygons Tree with 27,000 polygons (details are not perceived)(details are not perceived)

Page 42: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Static level of detail management: Static level of detail management: Then we should use a simplified version of the object (fewer polygons), when it is far from the camera. There are several approaches: Discrete geometry LOD; Alpha LOD; Geometric morphing (“geo-morph”) LOD.

Page 43: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Discrete Geometry LOD: Discrete Geometry LOD: Uses several discrete models of the same virtual object; Models are switched based on their distance from the

camera (r r0; r0 r r1; r1 r r2; r2 r)

LOD 0LOD 0

LOD 1LOD 1

LOD 2LOD 2

r2 r0

r1

Page 44: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Alpha Blending LOD: Alpha Blending LOD: Discrete LOD have problems on the r0 = r, r1 = r, r2 = r circles, leading to “popping”. Objects appear and disappear suddenly. One solution is distance hystheresis. Another solution is model blending – two models are rendered near the circles; Another solution to popping is alpha blending by changing the transparency of the object. Fully transparent objects are not rendered.

OpaqueOpaque

Less opaqueLess opaque

Fully transparentFully transparent

LOD 0LOD 0

LOD 1LOD 1

LOD 2LOD 2

r2 r0

r1

Hystheresis zoneHystheresis zone

Page 45: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Geometric Morphing LOD: Geometric Morphing LOD: Unlike geometric LOD, which uses several models of the same

object, geometric morphing uses only one complex model. Various LOD are obtained from the base model through mesh

simplification A triangulated polygon mesh: n vertices has 2n faces and 3n edges

Collapsing edgesCollapsing edges

V2V2V1V1

V1V1

Mesh Mesh beforebefore simplification simplification Mesh Mesh afterafter simplification simplification

Page 46: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Single-Object adaptive level of detail LOD: Single-Object adaptive level of detail LOD: Used where there is a single highly complex object that the user wants to inspect (such as in interactive scientific visualization. Static LOD will not work since detail is lost where needed- example the sphere on the right loses shadow sharpness after LOD simplification.

Sphere with 8192 triangles Sphere with 8192 triangles – Uniform high density– Uniform high density

Sphere with 512 triangles – Sphere with 512 triangles – Static LOD simplificationStatic LOD simplification

(from Xia et al, 1997)

Page 47: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Single-object Adaptive Level of DetailSingle-object Adaptive Level of DetailSometimes edge collapse leads to problems, so vertices needto be split again to regain detail where needed. Xia et al. (1997) developed an adaptive algorithm that determines the level of detail based on distance to viewer as well as normal direction (lighting).

V2V2V1V1

Vertex SplitVertex Split

V1V1

Refined MeshRefined Mesh Simplified Mesh Simplified Mesh Edge collapseEdge collapse

V1 is the “parent” vertexV1 is the “parent” vertex

(adapted from Xia et al, 1997)

Page 48: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Single-object Adaptive Level of DetailSingle-object Adaptive Level of Detail

Sphere with 537 triangles Sphere with 537 triangles – adaptive LOD, 0.024 sec – adaptive LOD, 0.024 sec to render (SGI RE2, single to render (SGI RE2, single R10000 workstation)R10000 workstation)

Sphere with 8192 triangles Sphere with 8192 triangles – Uniform high density, – Uniform high density, 0.115 sec to render0.115 sec to render

(from Xia et al, 1997)

Page 49: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Single-object Adaptive Level of Detail Single-object Adaptive Level of Detail

Bunny with 3615 triangles Bunny with 3615 triangles – adaptive LOD, 0.110 sec – adaptive LOD, 0.110 sec to render (SGI RE2, single to render (SGI RE2, single R10000 workstation)R10000 workstation)

Bunny with 69,451 Bunny with 69,451 triangles – Uniform high triangles – Uniform high density, 0.420 sec to density, 0.420 sec to renderrender

(from Xia et al, 1997)

Page 50: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

LOD 1LOD 1

LOD 2LOD 2

Static LOD: Static LOD: Geometric LOD, alpha blending and morphing have problems maintaining a constant frame rate. This happens when new complex objects appear suddenly in the scene (fulcrum).

LOD 1LOD 1

LOD 2LOD 2

frame i frame i+1

Camera “fly-by”Camera “fly-by”fu

lcrum

fulcrum

Page 51: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Architectural “walk-through” Architectural “walk-through” (UC Berkeley Soda Hall)(UC Berkeley Soda Hall)

Camera path through auditorium

No LOD menegament, 72,570 polygonsNo LOD menegament, 72,570 polygons

from (Funkhauser and Sequin, 1993)

A

B

CStartStart

EndEnd

A A C

B

Time 0.2 secTime 0.2 sec

C

B

Time 1.0 secTime 1.0 sec

0 Frames 2500 Frames 250 0 Frames 2500 Frames 250

No LOD management Static LOD management

Page 52: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Adaptive LOD Management-continued: Adaptive LOD Management-continued: An algorithm that selects LOD of visible objects based on a specified frame rate; The algorithm (Funkhauser and Sequin, 1993) is based on a benefits to cost analysis, where cost is the time needed to render Object O at level of detail L, and rendering mode R.

The cost for the whole scene is

where the cost for a single object is

Cost (O,L,R) Cost (O,L,R) Target frame time Target frame time

Cost (O,L,R) = max (c1Polygons(O,L) + c2 Vertices(O,L), c3 Pixels(O,L))Cost (O,L,R) = max (c1Polygons(O,L) + c2 Vertices(O,L), c3 Pixels(O,L))

c1, c2, c3 are experimental constants, depending on R and type of computer c1, c2, c3 are experimental constants, depending on R and type of computer

Page 53: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Adaptive LOD Management: Adaptive LOD Management: Similarly the benefit for a scene is a sum of visible objects benefits;

where the benefit of a given object is

The algorithm tries to maximize each object’s “value”

Objects with higher value (larger size) are rendered first

Benefit(O,L,R)Benefit(O,L,R)

Benefit(O,L,R) = size(O) * Accuracy(O,L,R) * Importance(O) * Focus(O) *Benefit(O,L,R) = size(O) * Accuracy(O,L,R) * Importance(O) * Focus(O) *

Motion(O) * Hysteresis(O,L,R) Motion(O) * Hysteresis(O,L,R)

Value= Benefit(O,L,R)/Cost(O,L,R)Value= Benefit(O,L,R)/Cost(O,L,R)

Page 54: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

No detail elision, 72,570 polygonsNo detail elision, 72,570 polygons

Optimization algorithm, 5,300 poly.Optimization algorithm, 5,300 poly. 0.1 sec target frame time (10 fps)0.1 sec target frame time (10 fps)

from (Funkhauser and Sequin, 1993)

AC

Page 55: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Level of detail segmentation – rendering modeLevel of detail segmentation – rendering mode

No detail elision, 19,821 polygonsOptimization, 1,389 poly., 0.1 sec target frame time

from (Funkhauser and Sequin, 1993)

Level of detail – darkergray means more detail

Page 56: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

It is another method of model management,

used in architectural walk-through; To maintain the “virtual building” illusion it

is necessary to have at least 6 fps (Airey et al., 1990) Necessary to maintain interactivity and

constant frame rates when rendering complex

models.

Cell segmentation:Cell segmentation:

Page 57: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Model managementModel managementOnly the current “universe” needs to be rendered

Page 58: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Cell segmentation – increased frame rateCell segmentation – increased frame rate

Automatic floor plan partition (Airey et al., 1990)

Buildings are large models that can be partitioned in “cells”automatically and off-line to speed up simulations at run time; Cells approximate rooms; Partitioning algorithms use a “priority” factor that favors occlusions (partitioning along walls)

Page 59: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Cell segmentation Cell segmentation

From (Funkhauser, 1993)

Building model resides in a fully associative cache; But cell segmentation alone will not work if the model is so large that it exceeds available RAM; In this case large delays will occur when there is a page fault anddata has to be retrieved from hard disk;

Page faultsPage faults

Fra

me

tim

e (s

)F

ram

e ti

me

(s)

FramesFrames

Page 60: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Combined Cell, LOD and database Combined Cell, LOD and database methodsmethods

Floor plan partition (Funkhouser, 1993)

UserUser

InterfaceInterface

VisibilityVisibility

Determ.Determ.

DetailDetail

EllisionEllision RenderRender MonitorMonitor

Look-Look-ahead ahead Determ.Determ.

Cache Cache Manage-Manage-mentment

I/O I/O OperOper

DatabaseDatabase

Database managementDatabase management

It is possible to add database management techniques to preventpage faults and improve fps uniformity during walk-through; It is possible to estimate how far the virtual camera will rotate andtranslate over the next N frames and pre-fetch from the hard disk theappropriate objects.

Page 61: Virtual Reality Modeling. from (Burdea 1996) The VR physical modeling:

Database managementDatabase management

LOD 1LOD 1

LOD 0LOD 0

LOD 3LOD 3

LOD 2LOD 2LOD 1LOD 1

LOD 0LOD 0

LOD 2LOD 2

LOD 1LOD 1

LOD 0LOD 0LOD 0LOD 0

Fra

me

tim

e (s

)F

ram

e ti

me

(s)

FramesFrames

Floor plan visibility and highest LOD (Funkhouser, 1990)

LOD 0 – lowest level of detail (loaded first)LOD 0 – lowest level of detail (loaded first)……..LOD 3 - highest level of detail (loaded last)LOD 3 - highest level of detail (loaded last)