43 research outputs found

    Efficient Object-Based Hierarchical Radiosity Methods

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    The efficient generation of photorealistic images is one of the main subjects in the field of computer graphics. In contrast to simple image generation which is directly supported by standard 3D graphics hardware, photorealistic image synthesis strongly adheres to the physics describing the flow of light in a given environment. By simulating the energy flow in a 3D scene global effects like shadows and inter-reflections can be rendered accurately. The hierarchical radiosity method is one way of computing the global illumination in a scene. Due to its limitation to purely diffuse surfaces solutions computed by this method are view independent and can be examined in real-time walkthroughs. Additionally, the physically based algorithm makes it well suited for lighting design and architectural visualization. The focus of this thesis is the application of object-oriented methods to the radiosity problem. By consequently keeping and using object information throughout all stages of the algorithms several contributions to the field of radiosity rendering could be made. By introducing a new meshing scheme, it is shown how curved objects can be treated efficiently by hierarchical radiosity algorithms. Using the same paradigm the radiosity computation can be distributed in a network of computers. A parallel implementation is presented that minimizes communication costs while obtaining an efficient speedup. Radiosity solutions for very large scenes became possible by the use of clustering algorithms. Groups of objects are combined to clusters to simulate the energy exchange on a higher abstraction level. It is shown how the clustering technique can be improved without loss in image quality by applying the same data-structure for both, the visibility computations and the efficient radiosity simulation.Eines der Schwerpunktthemen in der Computergraphik ist die effiziente Erzeugung von fotorealistischen Bildern. Im Gegensatz zur einfachen Bilderzeugung, die bereits durch gaengige 3D-Grafikhardware unterstuetzt wird, gehorcht die fotorealistische Bildsynthese physikalischen Gesetzen, die die Lichtausbreitung innerhalb einer bestimmten Umgebung beschreiben. Durch die Simulation der Energieausbreitung in einer dreidimensionalen Szene koennen globale Effekte wie Schatten und mehrfache Reflektionen wirklichkeitstreu dargestellt werden. Die hierarchische Radiositymethode (Hierarchical Radiosity) ist eine Moeglichkeit, um die globale Beleuchtung innerhalb einer Szene zu berechnen. Da diese Methode auf die Verwendung von rein diffus reflektierenden Oberflaechen beschraenkt ist, sind damit errechnete Loesungen blickwinkelunabhaengig und lassen sich in Echtzeit am Bildschirm durchwandern. Zudem ist dieser Algorithmus aufgrund der verwendeten physikalischen Grundlagen sehr gut zur Beleuchtungssimulation und Architekturvisualisierung geeignet. Den Schwerpunkt dieser Doktorarbeit stellt die Anwendung objektbasierter Methoden auf das Radiosityproblem dar. Durch konsequente Ausnutzung von Objektinformationen waehrend aller Berechnungsschritte konnten verschiedene Verbesserungen im Rahmen der hierarchischen Radiositymethode erzielt werden. Gekruemmte Objekte koennen aufgrund eines neuen Flaechenunterteilungsverfahrens nun effizient durch den hierarchischen Radiosityalgorithmus dargestellt werden. Dieses Verfahren ermoeglicht ebenso eine effiziente Parallelisierung des hierarchischen Radiosityalgorithmus. Es wird ein parallele Implementierung vorgestellt, die unter Minimierung der Kommunikationskosten eine effiziente Geschwindigkeitssteigerung erzielt. Radiosityberechnungen fuer sehr grosse Szenen sind nur durch Verwendung sogenannter Clustering-Algorithmen moeglich. Dabei werden Gruppen von Objekten zu Clustern kombiniert um den Energieaustausch zwischen Oberflaechen stellvertretend auf einem hoeheren Abstraktionsniveau durchzufuehren. Durch Verwendung derselben Datenstruktur fuer Sichtbarkeitsberechnungen und fuer die Steuerung der Radiositysimulation wird gezeigt, wie das Clusteringverfahren ohne Qualitaetsverluste verbessert werden kann

    Information theoretic refinement criteria for image synthesis

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    Aquest treball està enmarcat en el context de gràfics per computador partint de la intersecció de tres camps: rendering, teoria de la informació, i complexitat.Inicialment, el concepte de complexitat d'una escena es analitzat considerant tres perspectives des d'un punt de vista de la visibilitat geomètrica: complexitat en un punt interior, complexitat d'una animació, i complexitat d'una regió. L'enfoc principal d'aquesta tesi és l'exploració i desenvolupament de nous criteris de refinament pel problema de la il·luminació global. Mesures de la teoria de la informació basades en la entropia de Shannon i en la entropia generalitzada de Harvda-Charvát-Tsallis, conjuntament amb les f-divergències, són analitzades com a nuclis del refinement. Mostrem com ens aporten una rica varietat d'eficients i altament discriminatòries mesures que són aplicables al rendering en els seus enfocs de pixel-driven (ray-tracing) i object-space (radiositat jeràrquica).Primerament, basat en la entropia de Shannon, es defineixen un conjunt de mesures de qualitat i contrast del pixel. S'apliquen al supersampling en ray-tracing com a criteris de refinement, obtenint un algorisme nou de sampleig adaptatiu basat en entropia, amb un alt rati de qualitat versus cost. En segon lloc, basat en la entropia generalitzada de Harvda-Charvát-Tsallis, i en la informació mutua generalitzada, es defineixen tres nous criteris de refinament per la radiositat jeràrquica. En correspondencia amb tres enfocs clàssics, es presenten els oracles basats en la informació transportada, el suavitzat de la informació, i la informació mutua, amb resultats molt significatius per aquest darrer. Finalment, tres membres de la familia de les f-divergències de Csiszár's (divergències de Kullback-Leibler, chi-square, and Hellinger) son analitzats com a criteris de refinament mostrant bons resultats tant pel ray-tracing com per la radiositat jeràrquica.This work is framed within the context of computer graphics starting out from the intersection of three fields: rendering, information theory, and complexity.Initially, the concept of scene complexity is analysed considering three perspectives from a geometric visibility point of view: complexity at an interior point, complexity of an animation, and complexity of a region. The main focus of this dissertation is the exploration and development of new refinement criteria for the global illumination problem. Information-theoretic measures based on Shannon entropy and Harvda-Charvát-Tsallis generalised entropy, together with f-divergences, are analysed as kernels of refinement. We show how they give us a rich variety of efficient and highly discriminative measures which are applicable to rendering in its pixel-driven (ray-tracing) and object-space (hierarchical radiosity) approaches.Firstly, based on Shannon entropy, a set of pixel quality and pixel contrast measures are defined. They are applied to supersampling in ray-tracing as refinement criteria, obtaining a new entropy-based adaptive sampling algorithm with a high rate quality versus cost. Secondly, based on Harvda-Charvát-Tsallis generalised entropy, and generalised mutual information, three new refinement criteria are defined for hierarchical radiosity. In correspondence with three classic approaches, oracles based on transported information, information smoothness, and mutual information are presented, with very significant results for the latter. And finally, three members of the family of Csiszár's f-divergences (Kullback-Leibler, chi-square, and Hellinger divergences) are analysed as refinement criteria showing good results for both ray-tracing and hierarchical radiosity

    Localisation for virtual environments

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    Object Hierarchies for Efficient Rendering

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    This thesis covers the efficient visualization of complex 3d scenes using various rendering methods such as photo-realistic and real-time rendering. Especially the important role of bounding volume hierarchies is discussed in detail in the context of illumination and visibility algorithms. We present a novel approach for automatic generation of object hierarchies and apply the resulting data structure to several rendering techniques. In the field of ray tracing we describe a novel ray acceleration method that combines objects hierarchies and regular grids. We demonstrate how radiosity computations may benefit from available scene hierarchies to determine the radiant flux between object clusters. Finally, we present an adaptive interactive rendering algorithm that may dramatically reduce the number of visibility tests in an occlusion culling framework for interactive real-time visualization.Diese Dissertation untersucht unterschiedliche Verfahren zur effizienten Visualisierung grosser dreidimensionaler Szenengeometrien, sowohl im Bereich des Photorealismus wie auch bei der Echtzeit-Visualisierung. Hierbei wird insbesondere die Nützlichkeit von Hüllkörperhierarchien bei der Beleuchtungsrechnung und bei der Beantwortung von Sichtbarkeitsfragen herausgearbeitet. Ein neuartiges, kostenbasiertes Verfahren zur automatischen Konstruktion von Objekthierarchien wird präsentiert sowie dessen Anwendung für alle gängigen Darstellungsverfahren. Zusätzlich beschreibt diese Disseration im Bereich Ray Tracing ein neues Verfahren zur Szenenstrukturierung, welches die Vorteile von Hüllkörperhierarchien und regulären Gittern kombiniert. Im Bereich der Radiosity wird gezeigt, wie sich Szenenhierarchien ideal zur Berechnung des Lichtflusses zwischen Objekt-Clustern nutzen lassen und im Bereich Echtzeit-Rendering wird ein adaptives Verfahren vorgestellt, dass die Zahl teurer Sichtbarkeitstests beim Occlusion-Culling deutlich reduziert

    The Virtual Mesh: A Geometric Abstraction for Efficiently Computing Radiosity

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    Article dans revue scientifique avec comité de lecture.International audienceIn this paper, we introduce a general-purpose method for computing radiosity on scenes made of parametric surfaces with arbitrary trimming curves. By contrast with past approaches that require a tessellation of the input surfaces (be it made up of triangles or patches with simple trimming curves) or some form of geometric approximation, our method takes fully advantage of the rich and compact mathematical representation of objects. At its core lies the \emph{virtual mesh}, an abstraction of the input geometry that allows complex shapes to be illuminated as if they were simple primitives. The virtual mesh is a collection of normalized square domains to which the input surfaces are mapped while preserving their energy properties. Radiosity values are then computed on these supports before being lifted back to the original surfaces. To demonstrate the power of our method, we describe a high-order wavelet radiosity implementation that uses the virtual mesh. Examples of objects and environments, designed for interactive applications or virtual reality, are presented. They prove that, by exactly integrating curved surfaces in the resolution process, the virtual mesh allows complex scenes to be rendered more quickly, more accurately and much more naturally than with previously known methods

    New contributions to spatial partitioning and parallel global illumination algorithms

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    Diese Dissertation ist an der Schnittstelle zweier Disziplinen der Informatik angesiedelt: Computergrafik (Globale Beleuchtung) und Paralleles Rechnen (Dynamisches Partitionieren). Einerseits wird der Hierarchische Radiosity Algorithmus (HRA) - ein berühmter und effizienter Algorithmus zur globalen Beleuchtungssimulation - bzgl. seiner Parallelisierungsfähigkeit untersucht. Andererseits wird ein Werkzeug aus der Gattung der orthogonalen rekursiven Zweiteilungsverfahren zur dynamischen Partitionierung räumlich abgebildeter Aufgaben entwickelt sowie theoretisch und experimentell analysiert. Der HRA ist eine spezielle Instanz von Algorithmen, die als eine Ansammlung von räumlich abgebildeten Aufgaben formuliert werden können. Als Beweis der Praktikabilität unseres Werkzeugs wenden wir das Werkzeug auf den HRA an und beobachten ein gut skalierbares Verhalten und nützliche Werte bzgl. der Steigerung der Berechnungsgeschwindigkeit.This thesis resides around the interface of two disciplines in computer science: computer graphics (global illumination) and parallel computing (dynamic partitioning). On the one hand the hierarchical radiosity algorithm (HRA) - a famous and efficient global illumination algorithm - is examined with respect to its capability of being parallelized. On the other hand a dynamic orthogonal recursive bisection tool for the dynamic partitioning of spatially mapped tasks is developped and analyzed theoretically and experimentally. The HRA is a special instance of algorithms that can be formulated as a collection of spatially mapped tasks. As a proof of practicability of our tool we apply the tool to the HRA and observe a well scalable behaviour and useful speedup values

    Novel illumination algorithms for off-line and real-time rendering

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    This thesis presents new and efficient illumination algorithms for off-line and real-time rendering. The realistic rendering of arbitrary indirect illumination is a difficult task. Assuming ray optics model of light, the rendering equation describes the propagation of light in the scene with high accuracy. However, the computation is expensive, and thus even in off-line rendering, i.e., in prerendered animations, indirect illumination is often approximated as it would otherwise constitute a bottleneck in the production pipeline. Indirect illumination can be computed using Monte Carlo integration, but when restrained to a reasonable amount of computation time, the result is often corrupted by noise. This thesis includes a method that effectively reduces the noise by applying a spatially varying filter to the noisy illumination. For real-time performance, some components of indirect illumination can be precomputed. Irradiance volume and many variations of it precompute reflections and shadowing of a static scene into a volumetric data structure. This data is then used to shade dynamic objects in real-time. The practical usage of the method is limited due to aliasing artifacts. This thesis shows that with a suitable super-sampling approach, a significant quality improvement can be obtained. Another direction is to precompute how light propagates in the scene and use the precomputed data during run-time to solve both direct and indirect illumination based on the known incident lighting. To keep the memory and precomputation costs tractable, these methods are typically restricted to infinitely distant lighting. Those that are not, require a very long precomputation time. This thesis presents an algorithm that adopts a wavelet-based hierarchical finite element method for the precomputation. A significant performance improvement over the existing techniques is obtained. When full global illumination cannot be afforded, ambient occlusion is an attractive alternative. This thesis includes two methods for real-time rendering of ambient occlusion in dynamic scenes. The first method models the shadowing of ambient light between rigid moving bodies. The second method gives a data-oriented solution for rendering approximate ambient occlusion for animated characters in real-time. Both methods achieve unprecedented efficiency.reviewe

    Doctor of Philosophy

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    dissertationWhile boundary representations, such as nonuniform rational B-spline (NURBS) surfaces, have traditionally well served the needs of the modeling community, they have not seen widespread adoption among the wider engineering discipline. There is a common perception that NURBS are slow to evaluate and complex to implement. Whereas computer-aided design commonly deals with surfaces, the engineering community must deal with materials that have thickness. Traditional visualization techniques have avoided NURBS, and there has been little cross-talk between the rich spline approximation community and the larger engineering field. Recently there has been a strong desire to marry the modeling and analysis phases of the iterative design cycle, be it in car design, turbulent flow simulation around an airfoil, or lighting design. Research has demonstrated that employing a single representation throughout the cycle has key advantages. Furthermore, novel manufacturing techniques employing heterogeneous materials require the introduction of volumetric modeling representations. There is little question that fields such as scientific visualization and mechanical engineering could benefit from the powerful approximation properties of splines. In this dissertation, we remove several hurdles to the application of NURBS to problems in engineering and demonstrate how their unique properties can be leveraged to solve problems of interest

    Complementing user-level coarse-grain parallelism with implicit speculative parallelism

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    Multi-core and many-core systems are the norm in contemporary processor technology and are expected to remain so for the foreseeable future. Parallel programming is, thus, here to stay and programmers have to endorse it if they are to exploit such systems for their applications. Programs using parallel programming primitives like PThreads or OpenMP often exploit coarse-grain parallelism, because it offers a good trade-off between programming effort versus performance gain. Some parallel applications show limited or no scaling beyond a number of cores. Given the abundant number of cores expected in future many-cores, several cores would remain idle in such cases while execution performance stagnates. This thesis proposes using cores that do not contribute to performance improvement for running implicit fine-grain speculative threads. In particular, we present a many-core architecture and protocols that allow applications with coarse-grain explicit parallelism to further exploit implicit speculative parallelism within each thread. We show that complementing parallel programs with implicit speculative mechanisms offers significant performance improvements for a large and diverse set of parallel benchmarks. Implicit speculative parallelism frees the programmer from the additional effort to explicitly partition the work into finer and properly synchronized tasks. Our results show that, for a many-core comprising 128 cores supporting implicit speculative parallelism in clusters of 2 or 4 cores, performance improves on top of the highest scalability point by 44% on average for the 4-core cluster and by 31% on average for the 2-core cluster. We also show that this approach often leads to better performance and energy efficiency compared to existing alternatives such as Core Fusion and Turbo Boost. Moreover, we present a dynamic mechanism to choose the number of explicit and implicit threads, which performs within 6% of the static oracle selection of threads. To improve energy efficiency processors allow for Dynamic Voltage and Frequency Scaling (DVFS), which enables changing their performance and power consumption on-the-fly. We evaluate the amenability of the proposed explicit plus implicit threads scheme to traditional power management techniques for multithreaded applications and identify room for improvement. We thus augment prior schemes and introduce a novel multithreaded power management scheme that accounts for implicit threads and aims to minimize the Energy Delay2 product (ED2). Our scheme comprises two components: a “local” component that tries to adapt to the different program phases on a per explicit thread basis, taking into account implicit thread behavior, and a “global” component that augments the local components with information regarding inter-thread synchronization. Experimental results show a reduction of ED2 of 8% compared to having no power management, with an average reduction in power of 15% that comes at a minimal loss of performance of less than 3% on average

    Sixth Biennial Report : August 2001 - May 2003

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