3,928 research outputs found
The use of field-programmable gate arrays for the hardware acceleration of design automation tasks
This paper investigates the possibility of using Field-Programmable Gate Arrays (Fr’GAS) as
reconfigurable co-processors for workstations to produce moderate speedups for most tasks
in the design process, resulting in a worthwhile overall design process speedup at low cost
and allowing algorithm upgrades with no hardware modification. The use of FPGAS as hardware
accelerators is reviewed and then achievable speedups are predicted for logic simulation
and VLSI design rule checking tasks for various FPGA co-processor arrangements
A survey of real-time crowd rendering
In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft
Fast Reliable Ray-tracing of Procedurally Defined Implicit Surfaces Using Revised Affine Arithmetic
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
Parallelized Rigid Body Dynamics
Physics engines are collections of API-like software designed for video games, movies and scientific simulations. While physics engines often come in many shapes and designs, all engines can benefit from an increase in speed via parallelization. However, despite this need for increased speed, it is uncommon to encounter a parallelized physics engine today. Many engines are long-standing projects and changing them to support parallelization is too costly to consider as a practical matter. Parallelization needs to be considered from the design stages through completion to ensure adequate implementation. In this project we develop a realistic approach to simulate physics in a parallel environment. Utilizing many techniques we establish a practical approach to significantly reduce the run-time on a standard physics engine
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Opacity Light Fields: Interactive Rendering of Surface Light Fields with View-Dependent Opacity
We present new hardware-accelerated techniques for rendering surface light fields with opacity hulls that allow for interactive visualization of objects that have complex reflectance properties and elaborate geometrical details. The opacity hull is a shape enclosing the object with view-dependent opacity parameterized onto that shape. We call the combination of opacity hulls and surface light fields the opacity light field. Opacity light fields are ideally suited for rendering of the visually complex objects and scenes obtained with 3D photography. We show how to implement opacity light fields in the framework of three surface light field rendering methods: view-dependent texture mapping, unstructured lumigraph rendering, and light field mapping. The modified algorithms can be effectively supported on modern graphics hardware. Our results show that all three implementations are able to achieve interactive or real-time frame rates.Engineering and Applied Science
Fast self-shadowing using occluder textures
A real-time self-shadowing technique is described. State of the art shadowing techniques that utilize
modern hardware often require multiple rendering passes and introduce rendering artifacts. Combining
separate ideas from earlier techniques which project geometry onto a plane and project imagery onto an
object results in a new real-time technique for self-shadowing. This technique allows an artist to construct
occluder textures and assign them to shadow planes for a self-shadowed model. Utilizing a graphics
processing unit (GPU), a vertex program computes shadowing coordinates in real-time, while a fragment
program applies the shading and shadowing in a single rendering pass. The methodology used to create
shadow planes and write the vertex and fragment programs is given, as well as the relation to the previous
work. This work includes implementing this technique, applying it to a small set of test models, describing
the types of models for which the technique is well suited, as well as those for which it is not well suited,
and comparing the techniqueâÂÂs performance and image quality to other state of the art shadowing
techniques. This technique performs as well as other real-time techniques and can reduce rendering
artifacts in certain circumstances
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