46 research outputs found

    Accelerating Ray Shooting Through Aggressive 5D Visibility Pre-processing

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    We present a new approach to accelerating general ray shooting. Our technique uses a five-dimensional ray space partition and is based on the classic ray-classication algorithm. Where the original algorithmevaluates intersection candidates at run-time, our solution evaluates them as a preprocess. The offline nature of our solution allows for an adaptive subdivision of ray space. The advantage being, that it allows for the placement of a user set upper bound on the number of primitives intersected. The candidate sets produced account for occlusion, thereby reducing memory requirements and accelerating the ray shooting process. A novel algorithm which exploits graphics hardware is used to evaluate the candidate sets. It is the treatment of occlusion that allows for the practical precomputation of the ray space partition. This algorithm is called aggressive since it is optimal (no invisible primitives are included), but may result in false exclusion of visible primitives. Error is minimised through the adaptive sampling

    Fast and Accurate Visibility Preprocessing

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    Visibility culling is a means of accelerating the graphical rendering of geometric models. Invisible objects are efficiently culled to prevent their submission to the standard graphics pipeline. It is advantageous to preprocess scenes in order to determine invisible objects from all possible camera views. This information is typically saved to disk and may then be reused until the model geometry changes. Such preprocessing algorithms are therefore used for scenes that are primarily static. Currently, the standard approach to visibility preprocessing algorithms is to use a form of approximate solution, known as conservative culling. Such algorithms over-estimate the set of visible polygons. This compromise has been considered necessary in order to perform visibility preprocessing quickly. These algorithms attempt to satisfy the goals of both rapid preprocessing and rapid run-time rendering. We observe, however, that there is a need for algorithms with superior performance in preprocessing, as well as for algorithms that are more accurate. For most applications these features are not required simultaneously. In this thesis we present two novel visibility preprocessing algorithms, each of which is strongly biased toward one of these requirements. The first algorithm has the advantage of performance. It executes quickly by exploiting graphics hardware. The algorithm also has the features of output sensitivity (to what is visible), and a logarithmic dependency in the size of the camera space partition. These advantages come at the cost of image error. We present a heuristic guided adaptive sampling methodology that minimises this error. We further show how this algorithm may be parallelised and also present a natural extension of the algorithm to five dimensions for accelerating generalised ray shooting. The second algorithm has the advantage of accuracy. No over-estimation is performed, nor are any sacrifices made in terms of image quality. The cost is primarily that of time. Despite the relatively long computation, the algorithm is still tractable and on average scales slightly superlinearly with the input size. This algorithm also has the advantage of output sensitivity. This is the first known tractable exact solution to the general 3D from-region visibility problem. In order to solve the exact from-region visibility problem, we had to first solve a more general form of the standard stabbing problem. An efficient solution to this problem is presented independently

    Towards Predictive Rendering in Virtual Reality

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    The strive for generating predictive images, i.e., images representing radiometrically correct renditions of reality, has been a longstanding problem in computer graphics. The exactness of such images is extremely important for Virtual Reality applications like Virtual Prototyping, where users need to make decisions impacting large investments based on the simulated images. Unfortunately, generation of predictive imagery is still an unsolved problem due to manifold reasons, especially if real-time restrictions apply. First, existing scenes used for rendering are not modeled accurately enough to create predictive images. Second, even with huge computational efforts existing rendering algorithms are not able to produce radiometrically correct images. Third, current display devices need to convert rendered images into some low-dimensional color space, which prohibits display of radiometrically correct images. Overcoming these limitations is the focus of current state-of-the-art research. This thesis also contributes to this task. First, it briefly introduces the necessary background and identifies the steps required for real-time predictive image generation. Then, existing techniques targeting these steps are presented and their limitations are pointed out. To solve some of the remaining problems, novel techniques are proposed. They cover various steps in the predictive image generation process, ranging from accurate scene modeling over efficient data representation to high-quality, real-time rendering. A special focus of this thesis lays on real-time generation of predictive images using bidirectional texture functions (BTFs), i.e., very accurate representations for spatially varying surface materials. The techniques proposed by this thesis enable efficient handling of BTFs by compressing the huge amount of data contained in this material representation, applying them to geometric surfaces using texture and BTF synthesis techniques, and rendering BTF covered objects in real-time. Further approaches proposed in this thesis target inclusion of real-time global illumination effects or more efficient rendering using novel level-of-detail representations for geometric objects. Finally, this thesis assesses the rendering quality achievable with BTF materials, indicating a significant increase in realism but also confirming the remainder of problems to be solved to achieve truly predictive image generation

    Ray Tracing Gems

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    This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for: Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPU

    Accelerating ray shooting through aggressive 5D visibility preprocessing

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    Utilising path-vertex data to improve Monte Carlo global illumination.

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    Efficient techniques for photo-realistic rendering are in high demand across a wide array of industries. Notable applications include visual effects for film, entertainment and virtual reality. Less direct applications such as visualisation for architecture, lighting design and product development also rely on the synthesis of realistic and physically based illumination. Such applications assert ever increasing demands on light transport algorithms, requiring the computation of photo-realistic effects while handling complex geometry, light scattering models and illumination. Techniques based on Monte Carlo integration handle such scenarios elegantly and robustly, but despite seeing decades of focused research and wide commercial support, these methods and their derivatives still exhibit undesirable side effects that are yet to be resolved. In this thesis, Monte Carlo path tracing techniques are improved upon by utilizing path vertex data and intermediate radiance contributions readily available during rendering. This permits the development of novel progressive algorithms that render low noise global illumination while striving to maintain the desirable accuracy and convergence properties of unbiased methods. The thesis starts by presenting a discussion into optical phenomenon, physically based rendering and achieving photo realistic image synthesis. This is followed by in-depth discussion of the published theoretical and practical research in this field, with a focus on stochastic methods and modem rendering methodologies. This provides insight into the issues surrounding Monte Carlo integration both in the general and rendering specific contexts, along with an appreciation for the complexities of solving global light transport. Alternative methods that aim to address these issues are discussed, providing an insight into modem rendering paradigms and their characteristics. Thus, an understanding of the key aspects is obtained, that is necessary to build up and discuss the novel research and contributions to the field developed throughout this thesis. First, a path space filtering strategy is proposed that allows the path-based space of light transport to be classified into distinct subsets. This permits the novel combination of robust path tracing and recent progressive photon mapping algorithms to handle each subset based on the characteristics of the light transport in that space. This produces a hybrid progressive rendering technique that utilises the strengths of existing state of the art Monte Carlo and photon mapping methods to provide efficient and consistent rendering of complex scenes with vanishing bias. The second original contribution is a probabilistic image-based filtering and sample clustering framework that provides high quality previews of global illumination whilst remaining aware of high frequency detail and features in geometry, materials and the incident illumination. As will be seen, the challenges of edge-aware noise reduction are numerous and long standing, particularly when identifying high frequency features in noisy illumination signals. Discontinuities such as hard shadows and glossy reflections are commonly overlooked by progressive filtering techniques, however by dividing path space into multiple layers, once again based on utilising path vertex data, the overlapping illumination of varying intensities, colours and frequencies is more effectively handled. Thus noise is removed from each layer independent of features present in the remaining path space, effectively preserving such features

    Técnicas de aceleración para el método de radiosidad jerárquica

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    [Resumen] Uno de los métodos que mejor modelan el comportamiento real de la luz en la búsqueda del realismo visual en imágenes construidas de forma sintética es el método de radiosidad. Este método presenta, sin embargo, el inconveniente de un alto coste computacional, tanto en tiempo de cálculo como en almacenamiento. Entre las numerosas variantes surgidas con el objetivo de rebajar la complejidad del método clásico destaca el método de radiosidad jerárquica, basado en la aplicación de una subdivisión adaptativa de la escena. El método de radiosidad jerárquica mantiene, no obstante, todavía una elevada complejidad que dificulta su explotación en escenas de gran tamaño. En este trabajo se han tratado de desarrollar nuevas soluciones para algunos de los diversos problemas que el método jerárquico de radiosidad plantea. El primer punto en el que se centra el trabajo es en la determinación de la visibilidad entre los distintos objetos de una escena (principal cuello de botella en un algoritmo de iluminación), analizando las principales soluciones existentes y proponiendo una nueva aproximación al problema, basada en aprovechar el principio de localidad en el espacio de direcciones de los rayos lanzados durante el proceso. Otro aspecto desarrollado en la tesis es la utilización de modelos geométricos de diferentes complejidades que permitan el tratamiento de escenas grandes con objetos detallados, independizando la correcta simulación de la distribución de la energía en la escena de la complejidad geométrica de los objetos que la componen. A este respecto se presenta una propuesta para el cálculo de la radiosidad jerárquica basada en el uso de esquemas de subdivisión de superficies. Por último, en esta tesis se propone una solución paralela para el aprovechamiento de sistemas distribuidos en la aplicación del método de radiosidad jerárquica en escenas de gran tamaño, realizando una distribución real de la geometría de la escena entre todas las memorias del sistema y con una aproximación multi-hilo para la ejecución, lo que va a permitir un mejor ajuste de la granularidad utilizada en la paralelización de las tareas.[Resumo] Uns dos métodos que mellor modelan o comportamento real da luz na búsqueda do realismo visual en imaxes construidas de forma sintética é o método de radiosidade. Este método presenta, sen embargo, a desvantaxe dun alto coste computacional, tanto en tempo de cálculo coma en almacenamento. Entre as numerosas variantes xurdidas co obxectivo de rebaixar a complexidade do método clásico sobresae o método de radiosidade xerárquica, baseado na aplicación dunha subdivisión adaptativa na escea. O método de radiosidade xerárquica mantén todavía, así a todo, unha elevada complexidade que dificulta a súa explotación en esceas de gran tamaño. Neste traballo tratáronse de desenvolver novas solucións para algúns dos diversos problemas plantexados polo método de radiosidade xerárquica. O primeiro punto ao que se presta atención no traballo é á determinación de visibilidade entre os distintos obxectos dunha escea (principal colo de botella nun algoritmo de iluminación), analizando as principais solucións existentes e propondo unha nova aproximación ao problema baseada no aproveitamento do principio de localidade no espazo de direccións dos raios lanzados durante o proceso. Outro aspecto desenvolvido na tese é a utilización de modelos xeométricos de diferente complexidad que permitan o tratamento de esceas grandes con obxectos moi detallados, independizando a correcta simulación da distribución da enerxía na escea da complexidade xeométrica dos obxectos que a compoñen. Ao respecto preséntase unha proposta para o cálculo da radiosidade xerárquica baseada no uso de esquemas de subdivisión de superficies. Por último, nesta tese proponse unha solución paralela para o aproveitamento de sistemas distribuidos na aplicación do método de radiosidade xerárquica en esceas de gran tamaño, facendo unha distribución real da xeometría da escea entre todas as memorias do sistema e cunha aproximación multi-fío na execución, o que vai permitir un mellor axuste da granularidade empregada na paralelización das tarefas.[Absract] Radiosity is one of the best methods in modelling the physical behaviour of light in a synthetic scene. However, the main drawback is the high requirements in terms of computational and storage costs. Hierarchical radiosity stands out among the different alternatives to reduce complexity in classic radiosity, applying an adaptive subdivision on scene. Hierarchical radiosity still presents, anyway, a high complexity that difficults to process really large scenes. In this work we have developed new solutions for several of the most common bottenecks presented in hierarchical radiosity. Our first goal is to accelerate visibility determination (most consuming task in global illumination), analysing the main existing solutions and proposing a new method based in taking advantage of directional coherence for the rays casted during process. Other aspect we have touched in the thesis is the use of multiresolution models that allow to work with very complex geometrical models in our input scene, isolating geometry detail and illumination detail. Specifically, we have developed a new method to compute hierarchical radiosity based on surface subdivision. Finally, a new parallel solution for computing hierarchical radiosity on multiprocessor systems, allowing huge input scenes is presented. The scene is totally distributed (geometrically and computationally) among the processors in our proposal, and a multi-thread implementation improves the flexibility in the granularity of the parallel execution

    Técnicas de altas prestaciones para métodos de iluminación global

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    [Resumen] El gran interés en los métodos de iluminación global se debe a sus múltiples aplicaciones y al realismo de sus imágenes resultantes. La investigación presentada en esta memoria se centra en mejorar computacionalmente el algoritmo de radiosidad, planteando estrategias tanto para métodos determinísticos como estocásticos. Respecto de los métodos determinísticos, se expondrán nuestras implementaciones en un sistema distribuido del algoritmo de radiosidad progresiva, utilizando el paradigma de paso de mensajes. Estas implementaciones están basadas en la división de la escena de una manera uniforme o no uniforme. Además, se usa la técnica de las máscaras de visibilidad para el cálculo de visibilidad entre elementos de distintos subescenas. También se demuestra que estas metodologías pueden reducir el tiempo de ejecución secuencial. Relativo a las soluciones estocásticas, presentamos dos implementaciones del método de relajación estocástica de Monte Carlo para radiosidad: en un sistema distribuido y en una Graphics Processing Unit (GPU). La primera se basa en tres técnicas: partición de la escena, empaquetamiento de rayos y determinación distribuida del fin de iteración. En la implementación GPU, además de la partición de la escena se empleó la simplificación de la malla de elementos y una organización eficiente de la ejecución de las tareas.[Resumo] O grande interese nos métodos de iluminación global débese ás súas múltiples aplicacións e ao realismo das súas imaxes resultantes. A investigación presentada nesta memoria céntrase en mellorar computacionalmente o algoritmo de radiosidade, formulando estratexias tanto para métodos determinísticos como estocásticos. Respecto dos métodos determinísticos, exporanse as nosas implementacións nun sistema distribuído do algoritmo de radiosidade progresiva, utilizando o paradigma de paso de mensaxes. Estas implementacións están baseadas na división da escena dunha maneira uniforme ou non uniforme. Ademais, úsase a técnica das máscaras de visibilidade para o cálculo de visibilidade entre elementos de distintas subescenas. Tamén se demostra que estas metodoloxías poden reducir o tempo de execución secuencial. Relativo as solucións estocásticas, presentamos dúas implementacións do método de relaxación estocástica de Monte Carlo para radiosidade: nun sistema distribuído e nunha Graphics Processing Unit (GPU). A primeira baséase en tres técnicas: partición da escena, empaquetamento de raios e determinación distribuída do fin de iteración. Na implementación GPU, ademais da partición da escena empregouse a simplificación da malla de elementos e unha organización eficiente da execución das tarefas.[Abstract] The great interest in global illumination methods is due to their multiple applications and the realism of the resulting images. The research presented in the present thesis focuses on computationally improving the radiosity algorithm, proposing strategies for both deterministic and stochastic approaches. For deterministic approaches, our implementations of the progressive radiosity algorithm will be demonstrated in a distributed system , using the message passing paradigm. These implementations are based on the partitioning of the scene in a uniform or non uniform manner. Furthermore, the technique of visibility masks is employed to calculate the visibility between elements in different subscenes. It is also shown that these methods are capable of reducing the sequential execution time. With regard to stochastic solutions, we present two implementations of the stochastic relaxation method for Monte Carlo radiosity: in a distributed system and in a Graphics Processing Unit (GPU). The first is based on three techniques: partition of the scene, ray packing strategy and distributed testing of the end of each iteration. In the GPU implementation, as well as the partition of the scene a simplified mesh of the elements was used along with an efficient thread scheduling

    LIPIcs, Volume 244, ESA 2022, Complete Volume

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    LIPIcs, Volume 244, ESA 2022, Complete Volum

    Proceedings of the International Workshop on Medical Ultrasound Tomography: 1.- 3. Nov. 2017, Speyer, Germany

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    Ultrasound Tomography is an emerging technology for medical imaging that is quickly approaching its clinical utility. Research groups around the globe are engaged in research spanning from theory to practical applications. The International Workshop on Medical Ultrasound Tomography (1.-3. November 2017, Speyer, Germany) brought together scientists to exchange their knowledge and discuss new ideas and results in order to boost the research in Ultrasound Tomography
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