22 research outputs found

    GPU-based Streaming for Parallel Level of Detail on Massive Model Rendering

    Get PDF
    Rendering massive 3D models in real-time has long been recognized as a very challenging problem because of the limited computational power and memory space available in a workstation. Most existing rendering techniques, especially level of detail (LOD) processing, have suffered from their sequential execution natures, and does not scale well with the size of the models. We present a GPU-based progressive mesh simplification approach which enables the interactive rendering of large 3D models with hundreds of millions of triangles. Our work contributes to the massive rendering research in two ways. First, we develop a novel data structure to represent the progressive LOD mesh, and design a parallel mesh simplification algorithm towards GPU architecture. Second, we propose a GPU-based streaming approach which adopt a frame-to-frame coherence scheme in order to minimize the high communication cost between CPU and GPU. Our results show that the parallel mesh simplification algorithm and GPU-based streaming approach significantly improve the overall rendering performance

    Hierarchy of surface models and irreducible triangulations

    Get PDF
    AbstractGiven a triangulated closed surface, the problem of constructing a hierarchy of surface models of decreasing level of detail has attracted much attention in computer graphics. A hierarchy provides view-dependent refinement and facilitates the computation of parameterization. For a triangulated closed surface of n vertices and genusĀ g, we prove that there is a constant c>0 such that if n>cĀ·g, a greedy strategy can identify Ī˜(n) topology-preserving edge contractions that do not interfere with each other. Further, each of them affects only a constant number of triangles. Repeatedly identifying and contracting such edges produces a topology-preserving hierarchy of O(n+g2) size and O(logn+g) depth. Although several implementations exist for constructing hierarchies, our work is the first to show that a greedy algorithm can efficiently compute a hierarchy of provably small size and low depth. When no contractible edge exists, the triangulation is irreducible. Nakamoto and Ota showed that any irreducible triangulation of an orientable 2-manifold has at most max{342gāˆ’72,4} vertices. Using our proof techniques we obtain a new bound of max{240g,4}

    Time-critical multiresolution rendering of large complex models

    Get PDF
    Very large and geometrically complex scenes, exceeding millions of polygons and hundreds of objects, arise naturally in many areas of interactive computer graphics. Time-critical rendering of such scenes requires the ability to trade visual quality with speed. Previous work has shown that this can be done by representing individual scene components as multiresolution triangle meshes, and performing at each frame a convex constrained optimization to choose the mesh resolutions that maximize image quality while meeting timing constraints. In this paper we demonstrate that the nonlinear optimization problem with linear constraints associated to a large class of quality estimation heuristics is efficiently solved using an active-set strategy. By exploiting the problem structure, Lagrange multipliers estimates and equality constrained problem solutions are computed in linear time. Results show that our algorithms and data structures provide low memory overhead, smooth level-of-detail control, and guarantee, within acceptable limits, a uniform, bounded frame rate even for widely changing viewing conditions. Implementation details are presented along with the results of tests for memory needs, algorithm timing, and efficacy.785-803Pubblicat

    Path tracing using lower level of detail for secondary rays

    Get PDF
    Path tracing is a computationally expensive method of three dimensional rendering that aims to accurately simulate the propagation of light. A large amount of time is typically spent calculating intersections between rays and the scene, which is composed of triangular meshes stored in some form of bounding volume. This time can be reduced by lowering the overall number of triangles in the scene. Path tracing works by casting rays from the camera into the scene, reflecting until they hit a light source. Secondary rays, or rays which occur after the first intersection, usually contribute less to the overall image, yet require much more time to calculate than primary rays. This thesis found that significant performance gains can be made by using lower level of detail (LOD) triangular meshes for secondary rays. While the lower LOD models are less accurate, they still provide a good approximation of the mesh for secondary rays. Scenes with 1.4 million faces could be rendered up to 10% faster using a 1/32 ratio level of detail for secondary rays. A study with 14 subjects who ranked images based on image quality showed they were unable to differentiate between low LOD and full LOD images

    External Memory View-Dependent Simplification

    Full text link

    Progressive point set surfaces

    Full text link

    3D Mesh Simplification. A survey of algorithms and CAD model simplification tests

    Get PDF
    Simpliļ¬cation of highly detailed CAD models is an important step when CAD models are visualized or by other means utilized in augmented reality applications. Without simpliļ¬cation, CAD models may cause severe processing and storage is- sues especially in mobile devices. In addition, simpliļ¬ed models may have other advantages like better visual clarity or improved reliability when used for visual pose tracking. The geometry of CAD models is invariably presented in form of a 3D mesh. In this paper, we survey mesh simpliļ¬cation algorithms in general and focus especially to algorithms that can be used to simplify CAD models. We test some commonly known algorithms with real world CAD data and characterize some new CAD related simpliļ¬cation algorithms that have not been surveyed in previous mesh simpliļ¬cation reviews.Siirretty Doriast

    Scalable Real-Time Rendering for Extremely Complex 3D Environments Using Multiple GPUs

    Get PDF
    In 3D visualization, real-time rendering of high-quality meshes in complex 3D environments is still one of the major challenges in computer graphics. New data acquisition techniques like 3D modeling and scanning have drastically increased the requirement for more complex models and the demand for higher display resolutions in recent years. Most of the existing acceleration techniques using a single GPU for rendering suffer from the limited GPU memory budget, the time-consuming sequential executions, and the finite display resolution. Recently, people have started building commodity workstations with multiple GPUs and multiple displays. As a result, more GPU memory is available across a distributed cluster of GPUs, more computational power is provided throughout the combination of multiple GPUs, and a higher display resolution can be achieved by connecting each GPU to a display monitor (resulting in a tiled large display configuration). However, using a multi-GPU workstation may not always give the desired rendering performance due to the imbalanced rendering workloads among GPUs and overheads caused by inter-GPU communication. In this dissertation, I contribute a multi-GPU multi-display parallel rendering approach for complex 3D environments. The approach has the capability to support a high-performance and high-quality rendering of static and dynamic 3D environments. A novel parallel load balancing algorithm is developed based on a screen partitioning strategy to dynamically balance the number of vertices and triangles rendered by each GPU. The overhead of inter-GPU communication is minimized by transferring only a small amount of image pixels rather than chunks of 3D primitives with a novel frame exchanging algorithm. The state-of-the-art parallel mesh simplification and GPU out-of-core techniques are integrated into the multi-GPU multi-display system to accelerate the rendering process
    corecore