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Integral Geometry Tools for Computer Graphics

Mateu Sbert*, IIiA, Universitat de Girona, Spain Andrei Iones, Saber Interactive, NY, USA Anton Krupkin, Saber Interactive , NY, USA Sergei Zukhov, Creat Studio and St Petersburg State Technical University

*Partially supported by SIMULGEN ESPRIT Open LTR Project #35772

Bertrand paradox

Question: probability for the length of random chord in unit circle to exceed (length of inscribed equilateral triangle). The answer depends on what is meant by random!

3

Bertrand paradox. First density

θ

Take a random direction in the circle and then a random point in the circle. Chord has to intersect from half of the radius towards the center. Probability = 1/2

πθ

θ 2

, (

1

x dx d f )=

x

Homogeneous and isotropic!

Bertrand paradox. Second density

2 2

2 1

, (

x x dx d

f )= −

π θ θ

Take two random points P,Q on the circle. Q has to be on the arc with length subtended by angle at P. Probability = 1/3

P

Q

3 π

Bertrand paradox. Third density

π θ θ xdx d x

f ( , )=

3

Take a random point M, the chord midpoint, in the circle . M has to be in the concentric circle with radius 1/2. Probability = 1/4

M

Integral Geometry target: densities of geometric objects invariant under

rotations and translations and associated measures

- densities of lines;

- densities of planes;

- densities of bodies, kinematic density;

- measures of intersections,e.g.,lines intersecting a body

Geometric probability: quotient of associated measures, Laplace rule

(2)

2D line density

φ dpd dG=

φ G

O p y

x

K

L dG G n( ) =2

If n(G) is the number of intersections of line G with curve K:

Measure of lines intersecting a convex body

Measure of lines intersecting a convex body (n(G) =2):

K1 K2

Probability that a line intersecting K1 also intersects K2:

2 1

L L

L dG=

Support functions

-K –convex body

-O ∈ K – coord system origin

-l – support line

-p(ϕ) – the distance from O to l, perpendicular to the direction ϕ

ϕ p(ϕ)

l

O

Definition. Function p(ϕ) is called the support function of the convex body K, related to the origin O.

L – the perimeter of convex body K

=2π ϕ ϕ

0

) ( d p L

Breadth (or thickness)

Definition. The breadth ∆(ϕ) of the convex body K in the direction ϕ is the distance between to two parallel support lines to K, that are perpendicular to the direction ϕ, such that the body K is in-between them.

∆(ϕ) = p(ϕ) + p(ϕ+π).

L= p(ϕ)

ϕ

∆(ϕ)

π

ϕ ϕ

0

) ( d

Densities of bodies

ϕ

O O’

x x’

y y’

K

a b

ϕ dadbd dK= kinematic density:

3D line density

ς η ωd d d dG=

ω η O

z

y

x ς

' ' cosθdωdηdς dG=

ς' η' θ

E ω

(3)

Lines intersecting a surface

σ ω θd d dG=cos

θ ω

σ d S

A dG G

n =π

( )

For a convex body:

If n(G) is the number of intersections of line G with surface S:

A dG 2

=π

Probability of line intersection for a convex body interior to a second one

K1 K2

2 1

A A

For an interior polygon:

Prob. of intersection (3D):

2

2 1

A A

0 ε A1

Measure of chords

Average length of chord for a convex body:

A V A V 4 2 2ππ = σ G

V d d d

dG ω σ η ς π σ =∫ ∫ =2

(i.e., for a sphere:4/3r)

3D plane density

ω dpd dE=

Measure of planes intersecting a convex body: Mean curvature M For a convex polygon of perimeter L:

Parallelepiped with edges a,b,c: 2 M=πL

) (a b c M=π + +

3D thickness

Measure of planes intersecting a body:

=

fixed

) (

ω

ω dp

T

=

2

) ( ) (

S

E K Tω dω

µ

ω

For a convex body total thickness is equal to mean curvature M

Measure of sections

Average section of a random

plane with a convex body: M V M

dE π σ =2

E σ

∫ ∫ ∫

=

=

=

= dpd d dp V d V

dE

p

p

π ω σ

ω ω σ

σ ω

ω

2

) (

) (

(4)

Optimality criteria

Optimality criterion for line shooting: minimization of the perimeter of the bounding volume.

Line shooting - similar to ray shooting.

Difference: the measure of lines intersecting a body is finite, while the measure of rays is infinite.

Bounding volumes & optimality criteria

- The use of bounding volumes in CG

- Hierarchical and non-hierarchical Bvolumes

- Types of volumes (AABB, OBB, spheres, slabs) T = Nv*Cv + Np*Cp

upper-level bvolume

scene object

minimal enclosing sphere

minimal enclosing sphere that is constrained to belong to upper-level bvolume

“Hierarchical nested-ness criterion” may yield bounding volumes that are not optimal

Bounding volume optimality criteria (ray shooting)

Theorem: Optimal bounding volume for ray shooting has minimal perimeter

Note: Importance of uniform distribution of rays

Fixed direction θ

scene object K0 bounding volume K O

a(θ) b(θ)

0(θ)

∆(θ)

bounding volume K a scene object K0

G1 G3

G2

Improper intersections:

all improper

m p=m

Bounding volume optimality criteria (frustum culling)

Theorem: Optimal bounding volume for frustum culling has minimal perimeter

γ γ

scene object K0

enclosing volume K

pyramid of vision with angle 2γ direction of view θ

point of view (x, y)

object K0

enclosing volume K

γ γ θ

θ-γ θ+γ γγ

γ γ

Construction algorithms

2D case

minimal perimeter bounding rectangle:

convex polygon - O(N) point sets - O(NlogN) 3D case

Optimal bounding prisms

Hierarchical bounding volumes

upper-level bvolume

scene object

minimal enclosing sphere

minimal enclosing sphere that is constrained to belong to upper-level bvolume

R m(R)

l

“Quality” of bounding volumes as a function of radius R

(5)

Polygon triangulations

q

P Q

P' Camera

coordinate system

Optimal triangulation – minimal perimeter triangulation

Global lines generation: from the walls of a convex bb

Random point on bb wall and random direction according to

i.e., random “local” lines from the walls, taking into account all intersections.

ω θd cos

Global lines generation: from the bounding sphere

Pairs of random points on the sphere define global lines (valid in 3D, but not in 2D!)

Correct and incorrect global lines generation

Q

Q’

d r θ

θ’

θ θ

R

xi xj

r/2 r Ni

Nj

(a) Geometry for two points on sphere line generation.

(b) Geometry for incorrect line generation. Ratio of densities equal to:

a) b)

2 '

cos cosθr θ

Global lines generation: from tangent plane

Bundles of parallel lines from tangent plane to bounding sphere. Average intersections with surface i

where is the bundle section (pixel area)

2

Ai

Geometry for Form Factors

Form Factor as area integral (a)

and hemisphere integral (b).

Ai Ai

Aj

Aj

dAi

dAj

r(xi, xj) θi

θj

V(xi, xj)

a ) b)

= ∫ ∫

i j

A A i j ij i j

i

ij V dAdA

A r

F 1 cosθcos2 θ π

∫ ∫

= A ij i

ij V x dAd

F π1A ( ,ω)cosθ ω

(6)

Monte Carlo Integral

Using Monte Carlo integral with pdf to compute Form Factor integral we obtain a sum of binary visibilities .

Ai

x

f π

ω cosθ ) ,

( =

) , (

cos ) , 1 ( 1

1 k k

k k k k N ij

k i

ij f x

sin x

V A F N

ω θ θ ω

π

=

i k k

k k k k N ij

k i

A sin

sin x

V A N

π θ θ

θ θ ω

π cos

cos ) , 1 ( 1

1

=

=

,

= N= k Vij k xk

N1 1 (ω , )

Local lines to compute Form Factors

Fij=2/7 Fik=4/7 Fkj=?

i

k

j

Local lines from patch i distributed according to pdf are used to compute Form Factors from i.Ai

x

f π

ω) cosθ ,

( =

Relationship between Form Factor and global lines densities

A global density of lines submits on each surface the “local” density corresponding to the Form Factors one.

With global line parametrization from a surface:

σ ω θd d dG=cos

θ ω

σ d S

∫ ∫ =

=

φ

ω θ

π i A ij ω i G i ij

ij V x dAd V GdG

F A

i

) ( cos

) , 1 (

Local and global lines

With “global” lines we can use bidirectionally all intersections.

With “local” lines we can only use the first intersection.

Global lines to compute Form Factors

Fij=2/7 Fik=4/7 Fkj=4/6

i

k

j

Random “global” lines can be used to compute Form Factors for all intersected patches.

Random walk generated with local lines

A local line makes advance one single path a)keeping impinging point b)sorting new exiting point

Source Source

a) b)

(7)

Random walk generated with global lines

A global line makes advance several paths ad once a)idealized situation b)actual paths

Source Source

a) b)

Some Radiosity results

R.Martínez et al.:Multipath algorithm with bundles of lines

Global lines can be used with dynamic environments: Multiframe method

(Besuievski et al.)

Intersection list:w1,ot11,ot12,ot21,ot22,ot31,ot32,w2 Three intersections list extracted for t1,t2 and t3:

w1,ot11,ot12,w2; w1,ot21,ot22,w2; w1,ot31,ot32,w2 t3

t2

t1 ot12

ot21 ot22

ot31 ot32

ot11 w1

w2

Scene statistics-1. Int.by lines

W

Average number of intersections of a line crossing convex cavity W with interior bodies Ki:

Ki

) (

) ( 2 int AW

K G A n =

) (

)

* (

int G K

K G A

n µ

=π Idem intersecting K:

U

i

Ki

K=

=

i

Ki

A K

A( ) ( )

Scene statistics-2

Average length of the sum of the chords per global line:

) (

) ( 4

W A

Ki

V

Idem per chord:

Probability of 0 intersections:

* int

1 int

) 0

( G

G

n p = n

Probability of i intersections:

) (

) ) (

( iAW

K i A p

) (

) ( 4

K AV Ki

Scene statistics-3. Int. By planes

Average number of objects in K

intersected by a plane intersecting W: ( ) ) (

int MW

Ki E T

n

= Idem intersecting K:

U

i

Ki

K=

W Ki

) (

) (

int T K

Ki E T

n

=

(8)

Which scene statistics gives more useful info about the scene?

But different p(i) distribution.

Same average number of intersections!

Objective: given scene statistics obtain the best structuration for ray-tracing intersection.

Some steps begun in Vlastimil Havran PhD.

Visibility continuous mutual information is the least upper bound to the visibility discrete mutual information:

Cheap cost Monte Carlo computation:

Continuous mutual information computation

= = =

N

k

y x N T

k

k k T c

s r

A y N

x F N A

I

1 2

1

cos ) log( cos

)) 1 , ( 1 log(

π θ θ dxdy y x F A y x A F

I xS yS T

T c

s 1 ( , )log( ( , ))

∫ ∫

=

x

y d(x,y) θy

θx

My contribution is ) ) ( p 2

cos log( cos

x,y d LT θx θy Scene Length = LT

Lines Cast = K Line Segments = N

Scene complexity is ...

=

N

k

y x c T

s d

L

I N k k

1

2 ) cos log( cos

1

π θ θ

Continuous mutual information

computation

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