1,494 research outputs found

    Mobile graphics: SIGGRAPH Asia 2017 course

    Get PDF
    Peer ReviewedPostprint (published version

    Direct Multifield Volume Ray Casting of Fiber Surfaces

    Get PDF
    Multifield data are common in visualization. However, reducing these data to comprehensible geometry is a challenging problem. Fiber surfaces, an analogy of isosurfaces to bivariate volume data, are a promising new mechanism for understanding multifield volumes. In this work, we explore direct ray casting of fiber surfaces from volume data without any explicit geometry extraction. We sample directly along rays in domain space, and perform geometric tests in range space where fibers are defined, using a signed distance field derived from the control polygons. Our method requires little preprocess, and enables real-time exploration of data, dynamic modification and pixel-exact rendering of fiber surfaces, and support for higher-order interpolation in domain space. We demonstrate this approach on several bivariate datasets, including analysis of multi-field combustion data

    Foveated Path Tracing with Fast Reconstruction and Efficient Sample Distribution

    Get PDF
    Polunseuranta on tietokonegrafiikan piirtotekniikka, jota on käytetty pääasiassa ei-reaaliaikaisen realistisen piirron tekemiseen. Polunseuranta tukee luonnostaan monia muilla tekniikoilla vaikeasti saavutettavia todellisen valon ilmiöitä kuten heijastuksia ja taittumista. Reaaliaikainen polunseuranta on hankalaa polunseurannan suuren laskentavaatimuksen takia. Siksi nykyiset reaaliaikaiset polunseurantasysteemi tuottavat erittäin kohinaisia kuvia, jotka tyypillisesti suodatetaan jälkikäsittelykohinanpoisto-suodattimilla. Erittäin immersiivisiä käyttäjäkokemuksia voitaisiin luoda polunseurannalla, joka täyttäisi laajennetun todellisuuden vaatimukset suuresta resoluutiosta riittävän matalassa vasteajassa. Yksi mahdollinen ratkaisu näiden vaatimusten täyttämiseen voisi olla katsekeskeinen polunseuranta, jossa piirron resoluutiota vähennetään katseen reunoilla. Tämän johdosta piirron laatu on katseen reunoilla sekä harvaa että kohinaista, mikä asettaa suuren roolin lopullisen kuvan koostavalle suodattimelle. Tässä työssä esitellään ensimmäinen reaaliajassa toimiva regressionsuodatin. Suodatin on suunniteltu kohinaisille kuville, joissa on yksi polunseurantanäyte pikseliä kohden. Nopea suoritus saavutetaan tiileissä käsittelemällä ja nopealla sovituksen toteutuksella. Lisäksi työssä esitellään Visual-Polar koordinaattiavaruus, joka jakaa polunseurantanäytteet siten, että niiden jakauma seuraa silmän herkkyysmallia. Visual-Polar-avaruuden etu muihin tekniikoiden nähden on että se vähentää työmäärää sekä polunseurannassa että suotimessa. Nämä tekniikat esittelevät toimivan prototyypin katsekeskeisestä polunseurannasta, ja saattavat toimia tienraivaajina laajamittaiselle realistisen reaaliaikaisen polunseurannan käyttöönotolle.Photo-realistic offline rendering is currently done with path tracing, because it naturally produces many real-life light effects such as reflections, refractions and caustics. These effects are hard to achieve with other rendering techniques. However, path tracing in real time is complicated due to its high computational demand. Therefore, current real-time path tracing systems can only generate very noisy estimate of the final frame, which is then denoised with a post-processing reconstruction filter. A path tracing-based rendering system capable of filling the high resolution in the low latency requirements of mixed reality devices would generate a very immersive user experience. One possible solution for fulfilling these requirements could be foveated path tracing, wherein the rendering resolution is reduced in the periphery of the human visual system. The key challenge is that the foveated path tracing in the periphery is both sparse and noisy, placing high demands on the reconstruction filter. This thesis proposes the first regression-based reconstruction filter for path tracing that runs in real time. The filter is designed for highly noisy one sample per pixel inputs. The fast execution is accomplished with blockwise processing and fast implementation of the regression. In addition, a novel Visual-Polar coordinate space which distributes the samples according to the contrast sensitivity model of the human visual system is proposed. The specialty of Visual-Polar space is that it reduces both path tracing and reconstruction work because both of them can be done with smaller resolution. These techniques enable a working prototype of a foveated path tracing system and may work as a stepping stone towards wider commercial adoption of photo-realistic real-time path tracing

    Improved ray tracing performance through tri-adaptive sampling

    Get PDF
    Master's Project (M.S.) University of Alaska Fairbanks, 2020Ray tracing is a technique capable of rendering high quality images by tracing rays from the camera position into the scene and examining the points they intersect with. With the advent of NVIDIA RTX hardware, improving renderer design through greater algorithmic efficiency will allow for even greater real-time rendering capabilities. Naive implementations are simple to implement and cheap enough to run well on modern systems, but often have issues with aliased edges due to lower quantities of rays for scene sampling. Techniques such as super-sampling are capable of reducing or entirely eliminating aliasing, but carry a high performance cost due to additional ray requirements. Under-sampling is a technique that allows a single ray to determine the color of multiple pixels, allowing for high performance in regions of little variation. The combination of these techniques is collectively referred to as Adaptive Sampling. Our implementation of this algorithm operates by rendering the scene at a low resolution and then sampling the resulting image to determine if rays are necessary at higher resolutions. In this project, we implement a form of this multiple-resolution approach based upon a triangular grid overlaying the pixel grid. Results on RTX cards indicate a performance increase of 29-40% over the naive renderer, and a 1-4% increase over the traditional adaptive sampling algorithm, all while achieving little degradation in quality compared to the ground truth image

    U-DiVE: Design and evaluation of a distributed photorealistic virtual reality environment

    Get PDF
    This dissertation presents a framework that allows low-cost devices to visualize and interact with photorealistic scenes. To accomplish this task, the framework makes use of Unity’s high-definition rendering pipeline, which has a proprietary Ray Tracing algorithm, and Unity’s streaming package, which allows an application to be streamed within its editor. The framework allows the composition of a realistic scene using a Ray Tracing algorithm, and a virtual reality camera with barrel shaders, to correct the lens distortion needed for the use on an inexpensive cardboard. It also includes a method to collect the mobile device’s spatial orientation through a web browser to control the user’s view, delivered via WebRTC. The proposed framework can produce low-latency, realistic and immersive environments to be accessed through low-cost HMDs and mobile devices. To evaluate the structure, this work includes the verification of the frame rate achieved by the server and mobile device, which should be higher than 30 FPS for a smooth experience. In addition, it discusses whether the overall quality of experience is acceptable by evaluating the delay of image delivery from the server up to the mobile device, in face of user’s movement. Our tests showed that the framework reaches a mean latency around 177 (ms) with household Wi-Fi equipment and a maximum latency variation of 77.9 (ms), among the 8 scenes tested.Esta dissertação apresenta um framework que permite que dispositivos de baixo custo visualizem e interajam com cenas fotorrealísticas. Para realizar essa tarefa, o framework faz uso do pipeline de renderização de alta definição do Unity, que tem um algoritmo de rastreamento de raio proprietário, e o pacote de streaming do Unity, que permite o streaming de um aplicativo em seu editor. O framework permite a composição de uma cena realista usando um algoritmo de Ray Tracing, e uma câmera de realidade virtual com shaders de barril, para corrigir a distorção da lente necessária para usar um cardboard de baixo custo. Inclui também um método para coletar a orientação espacial do dispositivo móvel por meio de um navegador Web para controlar a visão do usuário, entregue via WebRTC. O framework proposto pode produzir ambientes de baixa latência, realistas e imersivos para serem acessados por meio de HMDs e dispositivos móveis de baixo custo. Para avaliar a estrutura, este trabalho considera a verificação da taxa de quadros alcançada pelo servidor e pelo dispositivo móvel, que deve ser superior a 30 FPS para uma experiência fluida. Além disso, discute se a qualidade geral da experiência é aceitável, ao avaliar o atraso da entrega das imagens desde o servidor até o dispositivo móvel, em face da movimentação do usuário. Nossos testes mostraram que o framework atinge uma latência média em torno dos 177 (ms) com equipamentos wi-fi de uso doméstico e uma variação máxima das latências igual a 77.9 (ms), entre as 8 cenas testadas

    Planning for steerable needles in neurosurgery

    Get PDF
    The increasing adoption of robotic-assisted surgery has opened up the possibility to control innovative dexterous tools to improve patient outcomes in a minimally invasive way. Steerable needles belong to this category, and their potential has been recognised in various surgical fields, including neurosurgery. However, planning for steerable catheters' insertions might appear counterintuitive even for expert clinicians. Strategies and tools to aid the surgeon in selecting a feasible trajectory to follow and methods to assist them intra-operatively during the insertion process are currently of great interest as they could accelerate steerable needles' translation from research to practical use. However, existing computer-assisted planning (CAP) algorithms are often limited in their ability to meet both operational and kinematic constraints in the context of precise neurosurgery, due to its demanding surgical conditions and highly complex environment. The research contributions in this thesis relate to understanding the existing gap in planning curved insertions for steerable needles and implementing intelligent CAP techniques to use in the context of neurosurgery. Among this thesis contributions showcase (i) the development of a pre-operative CAP for precise neurosurgery applications able to generate optimised paths at a safe distance from brain sensitive structures while meeting steerable needles kinematic constraints; (ii) the development of an intra-operative CAP able to adjust the current insertion path with high stability while compensating for online tissue deformation; (iii) the integration of both methods into a commercial user front-end interface (NeuroInspire, Renishaw plc.) tested during a series of user-controlled needle steering animal trials, demonstrating successful targeting performances. (iv) investigating the use of steerable needles in the context of laser interstitial thermal therapy (LiTT) for maesial temporal lobe epilepsy patients and proposing the first LiTT CAP for steerable needles within this context. The thesis concludes with a discussion of these contributions and suggestions for future work.Open Acces

    Faster data structures and graphics hardware techniques for high performance rendering

    Get PDF
    Computer generated imagery is used in a wide range of disciplines, each with different requirements. As an example, real-time applications such as computer games have completely different restrictions and demands than offline rendering of feature films. A game has to render quickly using only limited resources, yet present visually adequate images. Film and visual effects rendering may not have strict time requirements but are still required to render efficiently utilizing huge render systems with hundreds or even thousands of CPU cores. In real-time rendering, with limited time and hardware resources, it is always important to produce as high rendering quality as possible given the constraints available. The first paper in this thesis presents an analytical hardware model together with a feed-back system that guarantees the highest level of image quality subject to a limited time budget. As graphics processing units grow more powerful, power consumption becomes a critical issue. Smaller handheld devices have only a limited source of energy, their battery, and both small devices and high-end hardware are required to minimize energy consumption not to overheat. The second paper presents experiments and analysis which consider power usage across a range of real-time rendering algorithms and shadow algorithms executed on high-end, integrated and handheld hardware. Computing accurate reflections and refractions effects has long been considered available only in offline rendering where time isn’t a constraint. The third paper presents a hybrid approach, utilizing the speed of real-time rendering algorithms and hardware with the quality of offline methods to render high quality reflections and refractions in real-time. The fourth and fifth paper present improvements in construction time and quality of Bounding Volume Hierarchies (BVH). Building BVHs faster reduces rendering time in offline rendering and brings ray tracing a step closer towards a feasible real-time approach. Bonsai, presented in the fourth paper, constructs BVHs on CPUs faster than contemporary competing algorithms and produces BVHs of a very high quality. Following Bonsai, the fifth paper presents an algorithm that refines BVH construction by allowing triangles to be split. Although splitting triangles increases construction time, it generally allows for higher quality BVHs. The fifth paper introduces a triangle splitting BVH construction approach that builds BVHs with quality on a par with an earlier high quality splitting algorithm. However, the method presented in paper five is several times faster in construction time

    AdaSplats: Adaptive Splatting of Point Clouds for Accurate 3D Modeling and Real-time High-Fidelity LiDAR Simulation

    Full text link
    LiDAR sensors provide rich 3D information about their surrounding and are becoming increasingly important for autonomous vehicles tasks, such as semantic segmentation, object detection, and tracking. Simulating a LiDAR sensor accelerates the testing, validation, and deployment of autonomous vehicles, while reducing the cost and eliminating the risks of testing in real-world scenarios. We address the problem of high-fidelity LiDAR simulation and present a pipeline that leverages real-world point clouds acquired by mobile mapping systems. Point-based geometry representations, more specifically splats, have proven their ability to accurately model the underlying surface in very large point clouds. We introduce an adaptive splats generation method that accurately models the underlying 3D geometry, especially for thin structures. Moreover, we introduce a physics-based, faster-than-real-time LiDAR simulator, in the splatted model, leveraging the GPU parallel architecture with an acceleration structure, while focusing on efficiently handling large point clouds. We test our LiDAR simulation in real-world conditions, showing qualitative and quantitative results compared to basic splatting and meshing techniques, demonstrating the interest of our modeling technique.Comment: 28 pages, 11 figures, 6 table

    Efficient Methods for Computational Light Transport

    Get PDF
    En esta tesis presentamos contribuciones sobre distintos retos computacionales relacionados con transporte de luz. Los algoritmos que utilizan información sobre el transporte de luz están presentes en muchas aplicaciones de hoy en día, desde la generación de efectos visuales, a la detección de objetos en tiempo real. La luz es una valiosa fuente de información que nos permite entender y representar nuestro entorno, pero obtener y procesar esta información presenta muchos desafíos debido a la complejidad de las interacciones entre la luz y la materia. Esta tesis aporta contribuciones en este tema desde dos puntos de vista diferentes: algoritmos en estado estacionario, en los que se asume que la velocidad de la luz es infinita; y algoritmos en estado transitorio, que tratan la luz no solo en el dominio espacial, sino también en el temporal. Nuestras contribuciones en algoritmos estacionarios abordan problemas tanto en renderizado offline como en tiempo real. Nos enfocamos en la reducción de varianza para métodos offline,proponiendo un nuevo método para renderizado eficiente de medios participativos. En renderizado en tiempo real, abordamos las limitacionesde consumo de batería en dispositivos móviles proponiendo un sistema de renderizado que incrementa la eficiencia energética en aplicaciones gráficas en tiempo real. En el transporte de luz transitorio, formalizamos la simulación de este tipo transporte en este nuevo dominio, y presentamos nuevos algoritmos y métodos para muestreo eficiente para render transitorio. Finalmente, demostramos la utilidad de generar datos en este dominio, presentando un nuevo método para corregir interferencia multi-caminos en camaras Timeof- Flight, un problema patológico en el procesamiento de imágenes transitorias.n this thesis we present contributions to different challenges of computational light transport. Light transport algorithms are present in many modern applications, from image generation for visual effects to real-time object detection. Light is a rich source of information that allows us to understand and represent our surroundings, but obtaining and processing this information presents many challenges due to its complex interactions with matter. This thesis provides advances in this subject from two different perspectives: steady-state algorithms, where the speed of light is assumed infinite, and transient-state algorithms, which deal with light as it travels not only through space but also time. Our steady-state contributions address problems in both offline and real-time rendering. We target variance reduction in offline rendering by proposing a new efficient method for participating media rendering. In real-time rendering, we target energy constraints of mobile devices by proposing a power-efficient rendering framework for real-time graphics applications. In transient-state we first formalize light transport simulation under this domain, and present new efficient sampling methods and algorithms for transient rendering. We finally demonstrate the potential of simulated data to correct multipath interference in Time-of-Flight cameras, one of the pathological problems in transient imaging.<br /
    corecore