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Volume 4, Issue 6
July/August 2004



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Lab Notes, Research from the College of Engineering

The Soda Hall Walkthrough
by David Pescovitz

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Soda Hall

Soda Hall

In the late 1980s, the Berkeley campus was gearing up to build a much-needed building for the computer science division. Carlo Séquin, the computer science professor heading the building committee, had already caught many flaws in the two-dimensional architectural floor plans. But, he thought, he could do his job much better if he could take a virtual walk through a three-dimensional model of the building.

At the time, that was a tall order. A detailed computer model of the new building, Soda Hall, would contain millions of polygons. State-of-the-art walk-through programs could handle only on the order of tens of thousands of polygons in real time-any more and the succession of images would become jerky and intermittent.

However, Seth Teller, a Ph.D. student working with Séquin, realized that only a tiny fraction of the polygons in the Soda Hall model are visible from a given vantage point. So at any moment in a walk-through, the rendering program may need only about one percent of the model's polygons. "If you can find a way to avoid sending the other 99 percent through the graphics pipeline, you can make models that run 100 times faster or are 100 times more detailed than before," he says.

To figure out what is visible from any vantage point, Teller broke down the building's design into cells, the rooms and corridors, and portals, the windows, doors, and other openings through which parts of the building can be seen. Drawing on his background in theoretical computer science and computational geometry, Teller, now a professor at M.I.T., came up with an efficient algorithm to calculate which objects are visible at any moment in the walk-through. Previously, Teller says, graphics algorithms decided what was visible one polygon or even one point at a time. "The idea here was to make decisions about visibility on a chunk-by-chunk basis," he says.

Another challenge remained: to get the polygons to the rendering program quickly enough to refresh the scene 30 times every second, which creates a fluid, realistic animation. The Soda Hall model was too large for a computer's memory, so the team was storing it on the RAID disk system created by Randy Katz and David Patterson's architecture group. But data had to be fetched from the disk each time it was needed. To avoid slowdowns, Tom Funkhouser, another of Séquin's Ph.D. students, came up with an algorithm that predicts where a user is likely to move next, and brings the relevant portions of the building into memory before they become visible. Funkhouser sped the Walkthru further by creating models of the furniture at multiple levels of detail, and developing an algorithm to determine the appropriate level of detail for each item in a frame in real time.

The final program could render detailed animations of Soda Hall, complete with rooms, staircases and furniture, in real time. "Seth and Tom created a system that demonstrated to the world how this could be done efficiently and robustly, and this general approach has now been widely adopted," Séquin says.

(Reprinted with permission from the Computer Science 30th Anniversary Brochure .)


Lab Notes is published online by the Public Affairs Office of the UC Berkeley College of Engineering. The Lab Notes mission is to illuminate groundbreaking research underway today at the College of Engineering that will dramatically change our lives tomorrow.

Media contact: Teresa Moore, Lab Notes editor, Director of Public Affairs
Writer, Researcher: David Pescovitz
Web Manager: Michele Foley

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© 2004 UC Regents. Updated 7/27/04.