113 research outputs found

    A parallel progressive radiosity algorithm based on patch data circulation

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    Cataloged from PDF version of article.Current research on radiosity has concentrated on increasing the accuracy and the speed of the solution. Although algorithmic and meshing techniques decrease the execution time, still excessive computational power is required for complex scenes. Hence, parallelism can be exploited for speeding up the method further. This paper aims at providing a thorough examination of parallelism in the basic progressive refinement radiosity, and investigates its parallelization on distributed-memory parallel architectures. A synchronous scheme, based on static task assignment, is proposed to achieve better coherence for shooting patch selections. An efficient global circulation scheme is proposed for the parallel light distribution computations, which reduces the total volume of concurrent communication by an asymptotical factor. The proposed parallel algorithm is implemented on an Intel's iPSC/2 hypercube multicomputer. Load balance qualities of the proposed static assignment schemes are evaluated experimentally. The effect of coherence in the parallel light distribution computations on the shooting patch selection sequence is also investigated. Theoretical and experimental evaluation is also presented to verify that the proposed parallelization scheme yields equally good performance on multicomputers implementing the simplest (e.g. ring) as well as the richest (e.g. hypercube) interconnection topologies. This paper also proposes and presents a parallel load re-balancing scheme which enhances our basic parallel radiosity algorithm to be usable in the parallelization of radiosity methods adopting adaptive subdivision and meshing techniques. (C) 1996 Elsevier Science Lt

    Localisation for virtual environments

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    Efficient Object-Based Hierarchical Radiosity Methods

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    The efficient generation of photorealistic images is one of the main subjects in the field of computer graphics. In contrast to simple image generation which is directly supported by standard 3D graphics hardware, photorealistic image synthesis strongly adheres to the physics describing the flow of light in a given environment. By simulating the energy flow in a 3D scene global effects like shadows and inter-reflections can be rendered accurately. The hierarchical radiosity method is one way of computing the global illumination in a scene. Due to its limitation to purely diffuse surfaces solutions computed by this method are view independent and can be examined in real-time walkthroughs. Additionally, the physically based algorithm makes it well suited for lighting design and architectural visualization. The focus of this thesis is the application of object-oriented methods to the radiosity problem. By consequently keeping and using object information throughout all stages of the algorithms several contributions to the field of radiosity rendering could be made. By introducing a new meshing scheme, it is shown how curved objects can be treated efficiently by hierarchical radiosity algorithms. Using the same paradigm the radiosity computation can be distributed in a network of computers. A parallel implementation is presented that minimizes communication costs while obtaining an efficient speedup. Radiosity solutions for very large scenes became possible by the use of clustering algorithms. Groups of objects are combined to clusters to simulate the energy exchange on a higher abstraction level. It is shown how the clustering technique can be improved without loss in image quality by applying the same data-structure for both, the visibility computations and the efficient radiosity simulation.Eines der Schwerpunktthemen in der Computergraphik ist die effiziente Erzeugung von fotorealistischen Bildern. Im Gegensatz zur einfachen Bilderzeugung, die bereits durch gaengige 3D-Grafikhardware unterstuetzt wird, gehorcht die fotorealistische Bildsynthese physikalischen Gesetzen, die die Lichtausbreitung innerhalb einer bestimmten Umgebung beschreiben. Durch die Simulation der Energieausbreitung in einer dreidimensionalen Szene koennen globale Effekte wie Schatten und mehrfache Reflektionen wirklichkeitstreu dargestellt werden. Die hierarchische Radiositymethode (Hierarchical Radiosity) ist eine Moeglichkeit, um die globale Beleuchtung innerhalb einer Szene zu berechnen. Da diese Methode auf die Verwendung von rein diffus reflektierenden Oberflaechen beschraenkt ist, sind damit errechnete Loesungen blickwinkelunabhaengig und lassen sich in Echtzeit am Bildschirm durchwandern. Zudem ist dieser Algorithmus aufgrund der verwendeten physikalischen Grundlagen sehr gut zur Beleuchtungssimulation und Architekturvisualisierung geeignet. Den Schwerpunkt dieser Doktorarbeit stellt die Anwendung objektbasierter Methoden auf das Radiosityproblem dar. Durch konsequente Ausnutzung von Objektinformationen waehrend aller Berechnungsschritte konnten verschiedene Verbesserungen im Rahmen der hierarchischen Radiositymethode erzielt werden. Gekruemmte Objekte koennen aufgrund eines neuen Flaechenunterteilungsverfahrens nun effizient durch den hierarchischen Radiosityalgorithmus dargestellt werden. Dieses Verfahren ermoeglicht ebenso eine effiziente Parallelisierung des hierarchischen Radiosityalgorithmus. Es wird ein parallele Implementierung vorgestellt, die unter Minimierung der Kommunikationskosten eine effiziente Geschwindigkeitssteigerung erzielt. Radiosityberechnungen fuer sehr grosse Szenen sind nur durch Verwendung sogenannter Clustering-Algorithmen moeglich. Dabei werden Gruppen von Objekten zu Clustern kombiniert um den Energieaustausch zwischen Oberflaechen stellvertretend auf einem hoeheren Abstraktionsniveau durchzufuehren. Durch Verwendung derselben Datenstruktur fuer Sichtbarkeitsberechnungen und fuer die Steuerung der Radiositysimulation wird gezeigt, wie das Clusteringverfahren ohne Qualitaetsverluste verbessert werden kann

    The Visibility Skeleton: A Powerful and Multi-Purpose Global Visibility Tool

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    International audienceMany problems in computer graphics and computer vision require accurate global visibility information. Previous approaches have typically been complicated to implement and numerically unstable, and often too expensive in storage or computation. The Visibility Skeleton is a new powerful utility which can efficiently and accurately answer visibility queries for the entire scene. The Visibility Skeleton is a multi-purpose tool, which can solve numerous different problems. A simple construction algorithm is presented which only requires the use of well known computer graphics algorithmic components such as ray-casting and line/plane intersections. We provide an exhaustive catalogue of visual events which completely encode all possible visibility changes of a polygonal scene into a graph structure. The nodes of the graph are extremal stabbing lines, and the arcs are critical line swaths. Our implementation demonstrates the construction of the Visibility Skeleton for scenes of over a thousand polygons. We also show its use to compute exact visible boundaries of a vertex with respect to any polygon in the scene, the computation of global or on-the-fly discontinuity meshes by considering any scene polygon as a source, as well as the extraction of the exact blocker list between any polygon pair. The algorithm is shown to be manageable for the scenes tested, both in storage and in computation time. To address the potential complexity problems for large scenes, on-demand or lazy contruction is presented, its implementation showing encouraging first results

    Combining Higher-Order Wavelets and Discontinuity Meshing: a Compact Representation for Radiosity

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    Colloque avec actes et comité de lecture. internationale.International audienceThe radiosity method is used for global illumination simulation in diffuse scenes, or as an intermediate step in other methods. Radiosity computations using Higher-Order wavelets achieve a compact representation of the illumination on many parts of the scene, but are more expensive near discontinuities, such as shadow boundaries. Other methods use a mesh, based on the set of discontinuities of the illumination function. The complexity of this set of discontinuities has so far proven prohibitive for large scenes, mostly because of the difficulty to robustly manage a geometrically complex set of triangles. In this paper, we present a method for computing radiosity that uses higher-order wavelet functions as a basis, and introduces discontinuities only when they simplify the resulting mesh. The result is displayed directly, without post-processing

    Radiation techniques for urban thermal simulation with the Finite Element Method

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    Modern societies are increasingly organized in cities. In the present times, more than half of the world’s population lives in urban settlements. In this context, architectural and building scale works have the need of extending their scope to the urban environment. One of the main challenges of these times is understanting all the thermal exchanges that happen in the city. The radiative part appears as the less developed one; its characterization and interaction with built structures has gained attention for building physics, architecture and environmental engineering. Providing a linkage between these areas, the emerging field of urban physics has become important for tackling studies of such nature. Urban thermal studies are intrinsically linked to multidisciplinary work approaches. Performing full-scale measurements is hard, and prototype models are difficult to develop. Therefore, computational simulations are essential in order to understand how the city behaves and to evaluate projected modifications. The methodological and algorithmic improvement of simulation is one of the mainlines of work for computational physics and many areas of computer science. The field of computer graphics has addressed the adaptation of rendering algorithms to daylighting using physically-based radiation models on architectural scenes. The Finite Element Method (FEM) has been widely used for thermal analysis. The maturity achieved by FEM software allows for treating very large models with a high geometrical detail and complexity. However, computing radiation exchanges in this context implies a hard computational challenge, and forces to push the limits of existing physical models. Computer graphics techniques can be adapted to FEM to estimate solar loads. In the thermal radiation range, the memory requirements for storing the interaction between the elements grows because all the urban surfaces become radiation sources. In this thesis, a FEM-based methodology for urban thermal analysis is presented. A set of radiation techniques (both for solar and thermal radiation) are developed and integrated into the FEM software Cast3m. Radiosity and ray tracing are used as the main algorithms for radiation computations. Several studies are performed for different city scenes. The FEM simulation results are com-pared with measured temperature results obtained by means of urban thermography. Post-processing techniques are used to obtain rendered thermograms, showing that the proposed methodology pro-duces accurate results for the cases analyzed. Moreover, its good computational performance allows for performing this kind of study using regular desktop PCs.Las sociedades modernas están cada vez más organizadas en ciudades. Más de la mitad de la población mundial vive en asentamientos urbanos en la actualidad. En este contexto, los trabajos a escala arquitectónica y de edificio deben extender su alcance al ambiente urbano. Uno de los mayores desafíos de estos tiempos consiste en entender todos los intercambios térmicos que suceden en la ciudad. La parte radiativa es la menos desarrollada; su caracterización y su interacción con edificaciones ha ganado la atención de la física de edificios, la arquitectura y la ingeniería ambiental. Como herramienta de conexión entre estas áreas, la física urbana es un área que resulta importante para atacar estudios de tal naturaleza. Los estudios térmicos urbanos están intrinsecamente asociados a trabajos multidisciplinarios. Llevar a cabo mediciones a escala real resulta difícil, y el desarrollo de prototipos de menor escala es complejo. Por lo tanto, la simulación computacional es esencial para entender el comportamiento de la ciudad y para evaluar modificaciones proyectadas. La mejora metodológica y algorítmica de las simulaciones es una de las mayores líneas de trabajo para la física computacional y muchas áreas de las ciencias de la computación. El área de la computación gráfica ha abordado la adaptación de algoritmos de rendering para cómputo de iluminación natural, utilizando modelos de radiación basados en la física y aplicándolos sobre escenas arquitectónicas. El Método de Elementos Finitos (MEF) ha sido ampliamente utilizado para análisis térmico. La madurez alcanzada por soluciones de software MEF permite tratar grandes modelos con un alto nivel de detalle y complejidad geométrica. Sin embargo, el cómputo del intercambio radiativo en este contexto implica un desafío computacional, y obliga a empujar los límites de las descripciones físicas conocidas. Algunas técnicas de computación gráfica pueden ser adaptadas a MEF para estimar las cargas solares. En el espectro de radiación térmica, los requisitos de memoria necesarios para almacenar la interacción entre los elementos crecen debido a que todas las superficies urbanas se transforman en fuentes emisoras de radiación. En esta tesis se presenta una metodología basada en MEF para el análisis térmico de escenas urbanas. Un conjunto de técnicas de radiación (para radiación solar y térmica) son desarrolladas e integradas en el software MEF Cast3m. Los algoritmos de radiosidad y ray tracing son utilizados para el cómputo radiativo. Se presentan varios estudios que utilizan diferentes modelos de ciudades. Los resultados obtenidos mediante MEF son comparados con temperaturas medidas por medio de termografías urbanas. Se utilizan técnicas de post-procesamiento para renderizar imágenes térmicas, que permiten concluir que la metodología propuesta produce resultados precisos para los casos analizados. Asimismo, su buen desempeño computacional posibilita realizar este tipo de estudios en computadoras personales

    The Virtual Mesh: A Geometric Abstraction for Efficiently Computing Radiosity

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    Article dans revue scientifique avec comité de lecture.International audienceIn this paper, we introduce a general-purpose method for computing radiosity on scenes made of parametric surfaces with arbitrary trimming curves. By contrast with past approaches that require a tessellation of the input surfaces (be it made up of triangles or patches with simple trimming curves) or some form of geometric approximation, our method takes fully advantage of the rich and compact mathematical representation of objects. At its core lies the \emph{virtual mesh}, an abstraction of the input geometry that allows complex shapes to be illuminated as if they were simple primitives. The virtual mesh is a collection of normalized square domains to which the input surfaces are mapped while preserving their energy properties. Radiosity values are then computed on these supports before being lifted back to the original surfaces. To demonstrate the power of our method, we describe a high-order wavelet radiosity implementation that uses the virtual mesh. Examples of objects and environments, designed for interactive applications or virtual reality, are presented. They prove that, by exactly integrating curved surfaces in the resolution process, the virtual mesh allows complex scenes to be rendered more quickly, more accurately and much more naturally than with previously known methods

    A New Mathematical Development for Radiosity Animation with Galerkin

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    International audienceCombining animation and global illumination constitutes, at present, a true challenge in computer graphics, especially when light sources move in a complex scene because the entire illumination has to be recomputed. This paper introduces a new algorithm, based on the Galerkin method, which can efficiently manage any moving surface -even light source- to compute animation sequences. For each new frame of a sequence, we take into account the continuous property of the moves to determine the necessary energy differences between the previous global illumination solution and the new one. Based on a mathematical development of the form factor, this new approach leads to an efficient and simple algorithm, similar to the classical progressive refinement algorithm, and which computes animated sequence about three times faster

    Fast hierarchical low-rank view factor matrices for thermal irradiance on planetary surfaces

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    We present an algorithm for compressing the radiosity view factor model commonly used in radiation heat transfer and computer graphics. We use a format inspired by the hierarchical off-diagonal low rank format, where elements are recursively partitioned using a quadtree or octree and blocks are compressed using a sparse singular value decomposition -- the hierarchical matrix is assembled using dynamic programming. The motivating application is time-dependent thermal modeling on vast planetary surfaces, with a focus on permanently shadowed craters which receive energy through indirect irradiance. In this setting, shape models are comprised of a large number of triangular facets which conform to a rough surface. At each time step, a quadratic number of triangle-to-triangle scattered fluxes must be summed; that is, as the sun moves through the sky, we must solve the same view factor system of equations for a potentially unlimited number of time-varying righthand sides. We first conduct numerical experiments with a synthetic spherical cap-shaped crater, where the equilibrium temperature is analytically available. We also test our implementation with triangle meshes of planetary surfaces derived from digital elevation models recovered by orbiting spacecrafts. Our results indicate that the compressed view factor matrix can be assembled in quadratic time, which is comparable to the time it takes to assemble the full view matrix itself. Memory requirements during assembly are reduced by a large factor. Finally, for a range of compression tolerances, the size of the compressed view factor matrix and the speed of the resulting matrix vector product both scale linearly (as opposed to quadratically for the full matrix), resulting in orders of magnitude savings in processing time and memory space.Comment: 21 pages, 10 figure
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