CIS 788A Advanced Compositing, Texturing and Volume Rendering

Lab 1 (Option 1): Sprite Engine - Spatial Partitioning and Compositing

Objectives

This will be a short and simple lab to examine post-rendering compositing using a spatial partitioning scheme. Consider a simple case, where we divide the view-space into front-to-back slabs. This can easily be accomplished by setting front and back clipping planes (there are some problems here, think about it). Render each of these slabs separately, obtaining RGBA textures for each slab. Develop a Region (partition or layer) manager and a Sprite compositor. Experiment with other spatial partitionings, or more generally, regions of interest (ROI's) and their resulting sprites. Your sprites should have a bounding box in some consistent space (viewing space), a depth location, and an order ID specified by the Region Manager. Add support for Sprites with depth. Assume the final composition has opaque geometry rendered using the z-buffer, and a z-test (but no set) should be performed in the compositing. Consider the case where the sprites are at a different resolution(s) from the final image, in particular, a higher resolution to avoid aliasing or resampling problems). Since we have machines with 128MB of texture memory, develop your algorithms to avoid reading back into memory whenever possible.

Tasks

Results

Last Modified by Roger Crawfis, April 5, 2004