866 research outputs found

    Lazy visibility evaluation for exact soft shadows

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    Présentation invitée de l'article du même nom publié en 2012 dans la revue Computer Graphics Forum.International audienceThis paper presents a novel approach to compute high quality and noise-free soft shadows using exact visibility computations. This work relies on a theoretical framework allowing to group lines according to the geometry they intersect. From this study, we derive a new algorithm encoding lazily the visibility from a polygon. Contrary to previous works on from-polygon visibility, our approach is very robust and straightforward to implement. We apply this algorithm to solve exactly and efficiently the visibility of an area light source from any point in a scene. As a consequence, results are not sensitive to noise, contrary to soft shadows methods based on area light source sampling. We demonstrate the reliability of our approach on different scenes and configurations

    Lazy visibility evaluation for exact soft shadows

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    International audienceThis report presents a novel approach to compute high quality and alias-free soft shadows using exact visibility computations. This work relies on a theoritical framework allowing to group lines according to the geometry they intersect. From this study, we derive a new algorithm encoding lazily the visibility from a polygon. Contrary to previous works on from-polygon visibility, our approach is very robust and straightforward to implement. We apply this algorithm to solve exactly and efficiently the visibility of an area light source from any point in a scene. As a consequence, results are not sensitive to noise, contrary to soft shadows methods based on area light source sampling. We demonstrate the reliability of our approach on different scenes and configurations

    VISIBILITY DETERMINATION IN BEAM TRACING WITH APPLICATION TO REAL-TIME SOUND SIMULATION

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    The work presents some aspects of beam tracing technique used in sound simulation. Adaptive Frustum algorithm, which was designed for detecting obstacles via beam subdivision was reviewed from efficiency point of view as well asfor its accuracy. Some possible improvements are suggested, however, they donot fully solve the problems of using this algorithm in real-time applications.Improved algorithm implementation was tested on five scenes with differentcharacteristics and varying complexity

    Doctor of Philosophy

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    dissertationRay tracing presents an efficient rendering algorithm for scientific visualization using common visualization tools and scales with increasingly large geometry counts while allowing for accurate physically-based visualization and analysis, which enables enhanced rendering and new visualization techniques. Interactivity is of great importance for data exploration and analysis in order to gain insight into large-scale data. Increasingly large data sizes are pushing the limits of brute-force rasterization algorithms present in the most widely-used visualization software. Interactive ray tracing presents an alternative rendering solution which scales well on multicore shared memory machines and multinode distributed systems while scaling with increasing geometry counts through logarithmic acceleration structure traversals. Ray tracing within existing tools also provides enhanced rendering options over current implementations, giving users additional insight from better depth cues while also enabling publication-quality rendering and new models of visualization such as replicating photographic visualization techniques

    Scalable ray tracing with multiple GPGPUs

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    Rapid development in the field of computer graphics over the last 40 years has brought forth different techniques to render scenes. Rasterization is today’s most widely used technique, which in its most basic form sequentially draws thousands of polygons and applies texture on them. Ray tracing is an alternative method that mimics light transport by using rays to sample a scene in memory and render the color found at each ray’s scene intersection point. Although mainstream hardware directly supports rasterization, ray tracing would be the preferred technique due to its ability to produce highly crisp and realistic graphics, if hardware were not a limitation. Making an immediate hardware transition from rasterization to ray tracing would have a severe impact on the computer graphics industry since it would require redevelopment of existing 3D graphics-employing software, so any transition to ray tracing would be gradual. Previous efforts to perform ray tracing on mainstream rasterizing hardware platforms with a single processor have performed poorly. This thesis explores how a multiple GPGPU system can be used to render scenes via ray tracing. A ray tracing engine and API groundwork was developed using NVIDIA’s CUDA (Compute Unified Device Architecture) GPGPU programming environment and was used to evaluate performance scalability across a multi-GPGPU system. This engine supports triangle, sphere, disc, rectangle, and torus rendering. It also allows independent activation of graphics features including procedural texturing, Phong illumination, reflections, translucency, and shadows. Correctness of rendered images validates the ray traced results, and timing of rendered scenes benchmarks performance. The main test scene contains all object types, has a total of 32 Abstract objects, and applies all graphics features. Ray tracing this scene using two GPGPUs outperformed the single-GPGPU and single-CPU systems, yielding respective speedups of up to 1.8 and 31.25. The results demonstrate how much potential exists in treating a modern dual-GPU architecture as a dual-GPGPU system in order to facilitate a transition from rasterization to ray tracing

    Acceleration Techniques for Photo Realistic Computer Generated Integral Images

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    The research work presented in this thesis has approached the task of accelerating the generation of photo-realistic integral images produced by integral ray tracing. Ray tracing algorithm is a computationally exhaustive algorithm, which spawns one ray or more through each pixel of the pixels forming the image, into the space containing the scene. Ray tracing integral images consumes more processing time than normal images. The unique characteristics of the 3D integral camera model has been analysed and it has been shown that different coherency aspects than normal ray tracing can be investigated in order to accelerate the generation of photo-realistic integral images. The image-space coherence has been analysed describing the relation between rays and projected shadows in the scene rendered. Shadow cache algorithm has been adapted in order to minimise shadow intersection tests in integral ray tracing. Shadow intersection tests make the majority of the intersection tests in ray tracing. Novel pixel-tracing styles are developed uniquely for integral ray tracing to improve the image-space coherence and the performance of the shadow cache algorithm. Acceleration of the photo-realistic integral images generation using the image-space coherence information between shadows and rays in integral ray tracing has been achieved with up to 41 % of time saving. Also, it has been proven that applying the new styles of pixel-tracing does not affect of the scalability of integral ray tracing running over parallel computers. The novel integral reprojection algorithm has been developed uniquely through geometrical analysis of the generation of integral image in order to use the tempo-spatial coherence information within the integral frames. A new derivation of integral projection matrix for projecting points through an axial model of a lenticular lens has been established. Rapid generation of 3D photo-realistic integral frames has been achieved with a speed four times faster than the normal generation

    Real-time Global Illumination by Simulating Photon Mapping

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    Interactive mixed reality rendering in a distributed ray tracing framework

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    The recent availability of interactive ray tracing opened the way for new applications and for improving existing ones in terms of quality. Since today CPUs are still too slow for this purpose, the necessary computing power is obtained by connecting a number of machines and using distributed algorithms. Mixed reality rendering - the realm of convincingly combining real and virtual parts to a new composite scene - needs a powerful rendering method to obtain a photorealistic result. The ray tracing algorithm thus provides an excellent basis for photorealistic rendering and also advantages over other methods. It is worth to explore its abilities for interactive mixed reality rendering. This thesis shows the applicability of interactive ray tracing for mixed (MR) and augmented reality (AR) applications on the basis of the OpenRT framework. Two extensions to the OpenRT system are introduced and serve as basic building blocks: streaming video textures and in-shader AR view compositing. Streaming video textures allow for inclusion of the real world into interactive applications in terms of imagery. The AR view compositing mechanism is needed to fully exploit the advantages of modular shading in a ray tracer. A number of example applications from the entire spectrum of the Milgram Reality-Virtuality continuum illustrate the practical implications. An implementation of a classic AR scenario, inserting a virtual object into live video, shows how a differential rendering method can be used in combination with a custom build real-time lightprobe device to capture the incident light and include it into the rendering process to achieve convincing shading and shadows. Another field of mixed reality rendering is the insertion of real actors into a virtual scene in real-time. Two methods - video billboards and a live 3D visual hull reconstruction - are discussed. The implementation of live mixed reality systems is based on a number of technologies beside rendering and a comprehensive understanding of related methods and hardware is necessary. Large parts of this thesis hence deal with the discussion of technical implementations and design alternatives. A final summary discusses the benefits and drawbacks of interactive ray tracing for mixed reality rendering.Die Verfügbarkeit von interaktivem Ray-Tracing ebnet den Weg für neue Anwendungen, aber auch für die Verbesserung der Qualität bestehener Methoden. Da die heute verfügbaren CPUs noch zu langsam sind, ist es notwendig, mehrere Maschinen zu verbinden und verteilte Algorithmen zu verwenden. Mixed Reality Rendering - die Technik der überzeugenden Kombination von realen und synthetischen Teilen zu einer neuen Szene - braucht eine leistungsfähige Rendering-Methode um photorealistische Ergebnisse zu erzielen. Der Ray-Tracing-Algorithmus bietet hierfür eine exzellente Basis, aber auch Vorteile gegenüber anderen Methoden. Es ist naheliegend, die Möglichkeiten von Ray-Tracing für Mixed-Reality-Anwendungen zu erforschen. Diese Arbeit zeigt die Anwendbarkeit von interaktivem Ray-Tracing für Mixed-Reality (MR) und Augmented-Reality (AR) Anwendungen anhand des OpenRT-Systems. Zwei Erweiterungen dienen als Grundbausteine: Videotexturen und In-Shader AR View Compositing. Videotexturen erlauben die reale Welt in Form von Bildern in den Rendering-Prozess mit einzubeziehen. Der View-Compositing-Mechanismus is notwendig um die Modularität einen Ray-Tracers voll auszunutzen. Eine Reihe von Beispielanwendungen von beiden Enden des Milgramschen Reality-Virtuality-Kontinuums verdeutlichen die praktischen Aspekte. Eine Implementierung des klassischen AR-Szenarios, das Einfügen eines virtuellen Objektes in eine Live-Übertragung zeigt, wie mittels einer Differential Rendering Methode und einem selbstgebauten Gerät zur Erfassung des einfallenden Lichts realistische Beleuchtung und Schatten erzielt werden können. Ein anderer Anwendungsbereich ist das Einfügen einer realen Person in eine künstliche Szene. Hierzu werden zwei Methoden besprochen: Video-Billboards und eine interaktive 3D Rekonstruktion. Da die Implementierung von Mixed-Reality-Anwendungen Kentnisse und Verständnis einer ganzen Reihe von Technologien nebem dem eigentlichen Rendering voraus setzt, ist eine Diskussion der technischen Grundlagen ein wesentlicher Bestandteil dieser Arbeit. Dies ist notwenig, um die Entscheidungen für bestimmte Designalternativen zu verstehen. Den Abschluss bildet eine Diskussion der Vor- und Nachteile von interaktivem Ray-Tracing für Mixed Reality Anwendungen

    Interactive mixed reality rendering in a distributed ray tracing framework

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    The recent availability of interactive ray tracing opened the way for new applications and for improving existing ones in terms of quality. Since today CPUs are still too slow for this purpose, the necessary computing power is obtained by connecting a number of machines and using distributed algorithms. Mixed reality rendering - the realm of convincingly combining real and virtual parts to a new composite scene - needs a powerful rendering method to obtain a photorealistic result. The ray tracing algorithm thus provides an excellent basis for photorealistic rendering and also advantages over other methods. It is worth to explore its abilities for interactive mixed reality rendering. This thesis shows the applicability of interactive ray tracing for mixed (MR) and augmented reality (AR) applications on the basis of the OpenRT framework. Two extensions to the OpenRT system are introduced and serve as basic building blocks: streaming video textures and in-shader AR view compositing. Streaming video textures allow for inclusion of the real world into interactive applications in terms of imagery. The AR view compositing mechanism is needed to fully exploit the advantages of modular shading in a ray tracer. A number of example applications from the entire spectrum of the Milgram Reality-Virtuality continuum illustrate the practical implications. An implementation of a classic AR scenario, inserting a virtual object into live video, shows how a differential rendering method can be used in combination with a custom build real-time lightprobe device to capture the incident light and include it into the rendering process to achieve convincing shading and shadows. Another field of mixed reality rendering is the insertion of real actors into a virtual scene in real-time. Two methods - video billboards and a live 3D visual hull reconstruction - are discussed. The implementation of live mixed reality systems is based on a number of technologies beside rendering and a comprehensive understanding of related methods and hardware is necessary. Large parts of this thesis hence deal with the discussion of technical implementations and design alternatives. A final summary discusses the benefits and drawbacks of interactive ray tracing for mixed reality rendering.Die Verfügbarkeit von interaktivem Ray-Tracing ebnet den Weg für neue Anwendungen, aber auch für die Verbesserung der Qualität bestehener Methoden. Da die heute verfügbaren CPUs noch zu langsam sind, ist es notwendig, mehrere Maschinen zu verbinden und verteilte Algorithmen zu verwenden. Mixed Reality Rendering - die Technik der überzeugenden Kombination von realen und synthetischen Teilen zu einer neuen Szene - braucht eine leistungsfähige Rendering-Methode um photorealistische Ergebnisse zu erzielen. Der Ray-Tracing-Algorithmus bietet hierfür eine exzellente Basis, aber auch Vorteile gegenüber anderen Methoden. Es ist naheliegend, die Möglichkeiten von Ray-Tracing für Mixed-Reality-Anwendungen zu erforschen. Diese Arbeit zeigt die Anwendbarkeit von interaktivem Ray-Tracing für Mixed-Reality (MR) und Augmented-Reality (AR) Anwendungen anhand des OpenRT-Systems. Zwei Erweiterungen dienen als Grundbausteine: Videotexturen und In-Shader AR View Compositing. Videotexturen erlauben die reale Welt in Form von Bildern in den Rendering-Prozess mit einzubeziehen. Der View-Compositing-Mechanismus is notwendig um die Modularität einen Ray-Tracers voll auszunutzen. Eine Reihe von Beispielanwendungen von beiden Enden des Milgramschen Reality-Virtuality-Kontinuums verdeutlichen die praktischen Aspekte. Eine Implementierung des klassischen AR-Szenarios, das Einfügen eines virtuellen Objektes in eine Live-Übertragung zeigt, wie mittels einer Differential Rendering Methode und einem selbstgebauten Gerät zur Erfassung des einfallenden Lichts realistische Beleuchtung und Schatten erzielt werden können. Ein anderer Anwendungsbereich ist das Einfügen einer realen Person in eine künstliche Szene. Hierzu werden zwei Methoden besprochen: Video-Billboards und eine interaktive 3D Rekonstruktion. Da die Implementierung von Mixed-Reality-Anwendungen Kentnisse und Verständnis einer ganzen Reihe von Technologien nebem dem eigentlichen Rendering voraus setzt, ist eine Diskussion der technischen Grundlagen ein wesentlicher Bestandteil dieser Arbeit. Dies ist notwenig, um die Entscheidungen für bestimmte Designalternativen zu verstehen. Den Abschluss bildet eine Diskussion der Vor- und Nachteile von interaktivem Ray-Tracing für Mixed Reality Anwendungen
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