5 research outputs found

    Point based graphics rendering with unified scalability solutions.

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    Standard real-time 3D graphics rendering algorithms use brute force polygon rendering, with complexity linear in the number of polygons and little regard for limiting processing to data that contributes to the image. Modern hardware can now render smaller scenes to pixel levels of detail, relaxing surface connectivity requirements. Sub-linear scalability optimizations are typically self-contained, requiring specific data structures, without shared functions and data. A new point based rendering algorithm 'Canopy' is investigated that combines multiple typically sub-linear scalability solutions, using a small core of data structures. Specifically, locale management, hierarchical view volume culling, backface culling, occlusion culling, level of detail and depth ordering are addressed. To demonstrate versatility further, shadows and collision detection are examined. Polygon models are voxelized with interpolated attributes to provide points. A scene tree is constructed, based on a BSP tree of points, with compressed attributes. The scene tree is embedded in a compressed, partitioned, procedurally based scene graph architecture that mimics conventional systems with groups, instancing, inlines and basic read on demand rendering from backing store. Hierarchical scene tree refinement constructs an image tree image space equivalent, with object space scene node points projected, forming image node equivalents. An image graph of image nodes is maintained, describing image and object space occlusion relationships, hierarchically refined with front to back ordering to a specified threshold whilst occlusion culling with occluder fusion. Visible nodes at medium levels of detail are refined further to rasterization scales. Occlusion culling defines a set of visible nodes that can support caching for temporal coherence. Occlusion culling is approximate, possibly not suiting critical applications. Qualities and performance are tested against standard rendering. Although the algorithm has a 0(f) upper bound in the scene sizef, it is shown to practically scale sub-linearly. Scenes with several hundred billion polygons conventionally, are rendered at interactive frame rates with minimal graphics hardware support

    Seventh Biennial Report : June 2003 - March 2005

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    Autonomic visualisation.

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    This thesis introduces the concept of autonomic visualisation, where principles of autonomic systems are brought to the field of visualisation infrastructure. Problems in visualisation have a specific set of requirements which are not always met by existing systems. The first half of this thesis explores a specific problem for large scale visualisation; that of data management. Visualisation algorithms have somewhat different requirements to other external memory problems, due to the fact that they often require access to all, or a large subset, of the data in a way that is highly dependent on the view. This thesis proposes a knowledge-based approach to pre-fetching in this context, and presents evidence that such an approach yields good performance. The knowledge based approach is incorporated into a five-layer model, which provides a systematic way of categorising and designing out-of-core, or external memory, systems. This model is demonstrated with two example implementations, on in the local and one in the remote context. The second half explores autonomic visualisation in the more general case. A simulation tool, created for the purpose of designing autonomic visualisation infrastructure is presented. This tool, SimEAC, provides a way of facilitating the development of techniques for managing large-scale visualisation systems. The abstract design of the simulation system, as well as details of the implementation are presented. The architecture of the simulator is explored, and then the system is evaluated in a number of case studies indicating some of the ways in which it can be used. The simulator provides a framework for experimentation and rapid prototyping of large scale autonomic systems

    Proceedings of the 19th Sound and Music Computing Conference

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    Proceedings of the 19th Sound and Music Computing Conference - June 5-12, 2022 - Saint-Étienne (France). https://smc22.grame.f
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