576 research outputs found

    Fast Reliable Ray-tracing of Procedurally Defined Implicit Surfaces Using Revised Affine Arithmetic

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    Fast and reliable rendering of implicit surfaces is an important area in the field of implicit modelling. Direct rendering, namely ray-tracing, is shown to be a suitable technique for obtaining good-quality visualisations of implicit surfaces. We present a technique for reliable ray-tracing of arbitrary procedurally defined implicit surfaces by using a modification of Affine Arithmetic called Revised Affine Arithmetic. A wide range of procedurally defined implicit objects can be rendered using this technique including polynomial surfaces, constructive solids, pseudo-random objects, procedurally defined microstructures, and others. We compare our technique with other reliable techniques based on Interval and Affine Arithmetic to show that our technique provides the fastest, while still reliable, ray-surface intersections and ray-tracing. We also suggest possible modifications for the GPU implementation of this technique for real-time rendering of relatively simple implicit models and for near real-time for complex implicit models

    TetSplat: Real-time Rendering and Volume Clipping of Large Unstructured Tetrahedral Meshes

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    We present a novel approach to interactive visualization and exploration of large unstructured tetrahedral meshes. These massive 3D meshes are used in mission-critical CFD and structural mechanics simulations, and typically sample multiple field values on several millions of unstructured grid points. Our method relies on the pre-processing of the tetrahedral mesh to partition it into non-convex boundaries and internal fragments that are subsequently encoded into compressed multi-resolution data representations. These compact hierarchical data structures are then adaptively rendered and probed in real-time on a commodity PC. Our point-based rendering algorithm, which is inspired by QSplat, employs a simple but highly efficient splatting technique that guarantees interactive frame-rates regardless of the size of the input mesh and the available rendering hardware. It furthermore allows for real-time probing of the volumetric data-set through constructive solid geometry operations as well as interactive editing of color transfer functions for an arbitrary number of field values. Thus, the presented visualization technique allows end-users for the first time to interactively render and explore very large unstructured tetrahedral meshes on relatively inexpensive hardware

    CSGNet: Neural Shape Parser for Constructive Solid Geometry

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    We present a neural architecture that takes as input a 2D or 3D shape and outputs a program that generates the shape. The instructions in our program are based on constructive solid geometry principles, i.e., a set of boolean operations on shape primitives defined recursively. Bottom-up techniques for this shape parsing task rely on primitive detection and are inherently slow since the search space over possible primitive combinations is large. In contrast, our model uses a recurrent neural network that parses the input shape in a top-down manner, which is significantly faster and yields a compact and easy-to-interpret sequence of modeling instructions. Our model is also more effective as a shape detector compared to existing state-of-the-art detection techniques. We finally demonstrate that our network can be trained on novel datasets without ground-truth program annotations through policy gradient techniques.Comment: Accepted at CVPR-201

    Fast reliable interrogation of procedurally defined implicit surfaces using extended revised affine arithmetic.

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    Techniques based on interval and previous termaffine arithmetic next term and their modifications are shown to provide previous term reliable next term function range evaluation for the purposes of previous termsurface interrogation.next term In this paper we present a technique for the previous termreliable interrogation of implicit surfacesnext term using a modification of previous termaffine arithmeticnext term called previous term revised affine arithmetic.next term We extend the range of functions presented in previous termrevised affine arithmeticnext term by introducing previous termaffinenext term operations for arbitrary functions such as set-theoretic operations with R-functions, blending and conditional operators. The obtained previous termaffinenext term forms of arbitrary functions provide previous termfasternext term and tighter function range evaluation. Several case studies for operations using previous termaffinenext term forms are presented. The proposed techniques for previous termsurface interrogationnext term are tested using ray-previous termsurfacenext term intersection for ray-tracing and spatial cell enumeration for polygonisation. These applications with our extensions provide previous termfast and reliablenext term rendering of a wide range of arbitrary previous termprocedurally defined implicit surfacesnext term (including polynomial previous termsurfaces,next term constructive solids, pseudo-random objects, previous termprocedurally definednext term microstructures, and others). We compare the function range evaluation technique based on previous termextended revised affine arithmeticnext term with other previous termreliablenext term techniques based on interval and previous termaffine arithmeticnext term to show that our technique provides the previous termfastestnext term and tightest function range evaluation for previous termfast and reliable interrogation of procedurally defined implicit surfaces.next term Research Highlights The main contributions of this paper are as follows. ► The widening of the scope of previous termreliablenext term ray-tracing and spatial enumeration algorithms for previous termsurfacesnext term ranging from algebraic previous termsurfaces (definednext term by polynomials) to general previous termimplicit surfaces (definednext term by function evaluation procedures involving both previous termaffinenext term and non-previous termaffinenext term operations based on previous termrevised affine arithmetic)next term. ► The introduction of a technique for representing procedural models using special previous termaffinenext term forms (illustrated by case studies of previous termaffinenext term forms for set-theoretic operations in the form of R-functions, blending operations and conditional operations). ► The detailed derivation of special previous termaffinenext term forms for arbitrary operators

    Interactive ray shading of FRep objects

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    In this paper we present a method for interactive rendering general procedurally defined functionally represented (FRep) objects using the acceleration with graphics hardware, namely Graphics Processing Units (GPU). We obtain interactive rates by using GPU acceleration for all computations in rendering algorithm, such as ray-surface intersection, function evaluation and normal computations. We compute primary rays as well as secondary rays for shadows, reflection and refraction for obtaining high quality of the output visualization and further extension to ray-tracing of FRep objects. The algorithm is well-suited for modern GPUs and provides acceptable interactive rates with good quality of the results. A wide range of objects can be rendered including traditional skeletal implicit surfaces, constructive solids, and purely procedural objects such as 3D fractals

    Machine vision and the OMV

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    The orbital Maneuvering Vehicle (OMV) is intended to close with orbiting targets for relocation or servicing. It will be controlled via video signals and thruster activation based upon Earth or space station directives. A human operator is squarely in the middle of the control loop for close work. Without directly addressing future, more autonomous versions of a remote servicer, several techniques that will doubtless be important in a future increase of autonomy also have some direct application to the current situation, particularly in the area of image enhancement and predictive analysis. Several techniques are presentet, and some few have been implemented, which support a machine vision capability proposed to be adequate for detection, recognition, and tracking. Once feasibly implemented, they must then be further modified to operate together in real time. This may be achieved by two courses, the use of an array processor and some initial steps toward data reduction. The methodology or adapting to a vector architecture is discussed in preliminary form, and a highly tentative rationale for data reduction at the front end is also discussed. As a by-product, a working implementation of the most advanced graphic display technique, ray-casting, is described

    Real-time rendering and physics of complex dynamic terrains modeled as CSG trees of DEMs carved with spheres

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    We present a novel proposal for modeling complex dynamic terrains that offers real-time rendering, dynamic updates and physical interaction of entities simultaneously. We can capture any feature from landscapes including tunnels, overhangs and caves, and we can conduct a total destruction of the terrain. Our approach is based on a Constructive Solid Geometry tree, where a set of spheres are subtracted from a base Digital Elevation Model. Erosions on terrain are easily and efficiently carried out with a spherical sculpting tool with pixel-perfect accuracy. Real-time rendering performance is achieved by applying a one-direction CPU–GPU communication strategy and using the standard depth and stencil buffer functionalities provided by any graphics processor.This work has been partially funded by Ministeri de Ciència i Innovació (MICIN), Agencia Estatal de Investigación (AEI) and the Fons Europeu de Desenvolupament Regional (FEDER) (project PID2021-122136OB-C21 funded by MCIN/AEI/10.13039/50110001 1033/FEDER, UE).Postprint (published version

    A Beam Tracing with Precise Antialiasing for Polyhedral Scenes

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    International audienceRay tracing is one of the most important rendering techniques used in computer graphics. A fundamental problem of classical ray tracers is the well-known aliasing. With small objects, or small shadows, aliasing becomes a crucial problem to solve. Beam tracers can be considered as an extension of classical ray tracers. They replace the concept of infinitesimal ray by that of beam but they are generally more complex than ray tracers. The new method presented in this paper is a high quality beam tracer that provides a robust and general antialiasing for polyhedral scenes. Compared to similar beam tracers, this method has some major advantages: - complex and expensive computations of conventional beam-object intersection are entirely avoided, so an extension to some non polyhedral scenes such as CSG ones is possible; - usual approximations or complex approaches for refraction computations are avoided. Moreover, this method is entirely compatible with the usual improvements of classical ray tracing (spatial subdivisions or hierarchical bounding volumes)

    Dynamic worlds in miniature

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    The World in Miniature (WIM) metaphor allows users to interact and travel efficiently in virtual environments. In addition to the first-person perspective offered by typical VR applications, the WIM offers a second dynamic viewpoint through a hand-held miniature copy of the virtual environment. In the original WIM paper the miniature was a scaled down replica of the whole environment, thus limiting the technique to simple models being manipulated at a single level of scale. Several WIM extensions have been proposed where the replica shows only a part of the virtual environment. In this paper we present an improved visualization of WIM that supports arbitrarily-complex, densely-occluded scenes. In particular, we discuss algorithms for selecting the region of the virtual environment which will be covered by the miniature copy and efficient algorithms for handling 3D occlusion from an exocentric viewpoint.Peer ReviewedPostprint (author’s final draft

    Quadric tracing : a geometric method for accelerated sphere tracing of implicit surfaces

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    Sphere tracing is a common raytracing technique used for rendering implicit surfaces defined by a signed distance function (SDF). However, these distance functions are often expensive to compute, prohibiting several real-time applications despite recent efforts to accelerate it. This paper presents a method to precompute a slightly augmented distance field that hugely accelerates rendering. This novel method called quadric tracing supports two configurations: (i) accelerating raytracing without losing precision, so the original SDF is still needed; (ii) entirely replacing the SDF and tracing an interpolated surface. Quadric tracing can offer 20% to 100% speedup in rendering static scenes and thereby amortizing the slowdown caused by the complexity of the geometry
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