259 research outputs found

    Hardware Acceleration of Progressive Refinement Radiosity using Nvidia RTX

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    A vital component of photo-realistic image synthesis is the simulation of indirect diffuse reflections, which still remain a quintessential hurdle that modern rendering engines struggle to overcome. Real-time applications typically pre-generate diffuse lighting information offline using radiosity to avoid performing costly computations at run-time. In this thesis we present a variant of progressive refinement radiosity that utilizes Nvidia's novel RTX technology to accelerate the process of form-factor computation without compromising on visual fidelity. Through a modern implementation built on DirectX 12 we demonstrate that offloading radiosity's visibility component to RT cores significantly improves the lightmap generation process and potentially propels it into the domain of real-time.Comment: 114 page

    Computing Radiation Exchange

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    A computational tool to simulate thermal radiation between surfaces is developed. The output is verified against cases for which the analytical solutions are available. The tool can be used as a stand-alone program, or as an interactive module for CFD. In such an application the module would augment other heat transfer boundary conditions. The tool is demonstrated by post-processing surface temperature field data from a supersonic CFD calculation. The result is a net thermal radiation surface data field - the black body radiative effluxes as functions of temperature, less the integrated influxes multiplied by their geometric view factors from other surface cells. An algorithm to compute blocking, or shadowing of surfaces is presented and demonstrated on a simple geometry. Validations using a geometrically complex experimental case from the literature is performed

    Radiance interpolants for interactive scene editing and ray tracing

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    Thesis (Ph.D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1999.Includes bibliographical references (p. 189-197).by Kavita Bala.Ph.D

    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

    Sequential Monte Carlo Instant Radiosity

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    The focus of this thesis is to accelerate the synthesis of physically accurate images using computers. Such images are generated by simulating how light flows in the scene using unbiased Monte Carlo algorithms. To date, the efficiency of these algorithms has been too low for real-time rendering of error-free images. This limits the applicability of physically accurate image synthesis in interactive contexts, such as pre-visualization or video games. We focus on the well-known Instant Radiosity algorithm by Keller [1997], that approximates the indirect light field using virtual point lights (VPLs). This approximation is unbiased and has the characteristic that the error is spread out over large areas in the image. This low-frequency noise manifests as an unwanted 'flickering' effect in image sequences if not kept temporally coherent. Currently, the limited VPL budget imposed by running the algorithm at interactive rates results in images which may noticeably differ from the ground-truth. We introduce two new algorithms that alleviate these issues. The first, clustered hierarchical importance sampling, reduces the overall error by increasing the VPL budget without incurring a significant performance cost. It uses an unbiased Monte Carlo estimator to estimate the sensor response caused by all VPLs. We reduce the variance of this estimator with an efficient hierarchical importance sampling method. The second, sequential Monte Carlo Instant Radiosity, generates the VPLs using heuristic sampling and employs non-parametric density estimation to resolve their probability densities. As a result the algorithm is able to reduce the number of VPLs that move between frames, while also placing them in regions where they bring light to the image. This increases the quality of the individual frames while keeping the noise temporally coherent — and less noticeable — between frames. When combined, the two algorithms form a rendering system that performs favourably against traditional path tracing methods, both in terms of performance and quality. Unlike prior VPL-based methods, our system does not suffer from the objectionable lack of temporal coherence in highly occluded scenes

    Efficient From-Point Visibility for Global Illumination in Virtual Scenes with Participating Media

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    Sichtbarkeitsbestimmung ist einer der fundamentalen Bausteine fotorealistischer Bildsynthese. Da die Berechnung der Sichtbarkeit allerdings äußerst kostspielig zu berechnen ist, wird nahezu die gesamte Berechnungszeit darauf verwendet. In dieser Arbeit stellen wir neue Methoden zur Speicherung, Berechnung und Approximation von Sichtbarkeit in Szenen mit streuenden Medien vor, die die Berechnung erheblich beschleunigen, dabei trotzdem qualitativ hochwertige und artefaktfreie Ergebnisse liefern

    Photorealistic physically based render engines: a comparative study

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    Pérez Roig, F. (2012). Photorealistic physically based render engines: a comparative study. http://hdl.handle.net/10251/14797.Archivo delegad

    Virtual light fields for global illumination in computer graphics

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    This thesis presents novel techniques for the generation and real-time rendering of globally illuminated environments with surfaces described by arbitrary materials. Real-time rendering of globally illuminated virtual environments has for a long time been an elusive goal. Many techniques have been developed which can compute still images with full global illumination and this is still an area of active flourishing research. Other techniques have only dealt with certain aspects of global illumination in order to speed up computation and thus rendering. These include radiosity, ray-tracing and hybrid methods. Radiosity due to its view independent nature can easily be rendered in real-time after pre-computing and storing the energy equilibrium. Ray-tracing however is view-dependent and requires substantial computational resources in order to run in real-time. Attempts at providing full global illumination at interactive rates include caching methods, fast rendering from photon maps, light fields, brute force ray-tracing and GPU accelerated methods. Currently, these methods either only apply to special cases, are incomplete exhibiting poor image quality and/or scale badly such that only modest scenes can be rendered in real-time with current hardware. The techniques developed in this thesis extend upon earlier research and provide a novel, comprehensive framework for storing global illumination in a data structure - the Virtual Light Field - that is suitable for real-time rendering. The techniques trade off rapid rendering for memory usage and precompute time. The main weaknesses of the VLF method are targeted in this thesis. It is the expensive pre-compute stage with best-case O(N^2) performance, where N is the number of faces, which make the light propagation unpractical for all but simple scenes. This is analysed and greatly superior alternatives are presented and evaluated in terms of efficiency and error. Several orders of magnitude improvement in computational efficiency is achieved over the original VLF method. A novel propagation algorithm running entirely on the Graphics Processing Unit (GPU) is presented. It is incremental in that it can resolve visibility along a set of parallel rays in O(N) time and can produce a virtual light field for a moderately complex scene (tens of thousands of faces), with complex illumination stored in millions of elements, in minutes and for simple scenes in seconds. It is approximate but gracefully converges to a correct solution; a linear increase in resolution results in a linear increase in computation time. Finally a GPU rendering technique is presented which can render from Virtual Light Fields at real-time frame rates in high resolution VR presentation devices such as the CAVETM

    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

    Interactive global illumination on the CPU

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    Computing realistic physically-based global illumination in real-time remains one of the major goals in the fields of rendering and visualisation; one that has not yet been achieved due to its inherent computational complexity. This thesis focuses on CPU-based interactive global illumination approaches with an aim to develop generalisable hardware-agnostic algorithms. Interactive ray tracing is reliant on spatial and cache coherency to achieve interactive rates which conflicts with needs of global illumination solutions which require a large number of incoherent secondary rays to be computed. Methods that reduce the total number of rays that need to be processed, such as Selective rendering, were investigated to determine how best they can be utilised. The impact that selective rendering has on interactive ray tracing was analysed and quantified and two novel global illumination algorithms were developed, with the structured methodology used presented as a framework. Adaptive Inter- leaved Sampling, is a generalisable approach that combines interleaved sampling with an adaptive approach, which uses efficient component-specific adaptive guidance methods to drive the computation. Results of up to 11 frames per second were demonstrated for multiple components including participating media. Temporal Instant Caching, is a caching scheme for accelerating the computation of diffuse interreflections to interactive rates. This approach achieved frame rates exceeding 9 frames per second for the majority of scenes. Validation of the results for both approaches showed little perceptual difference when comparing against a gold-standard path-traced image. Further research into caching led to the development of a new wait-free data access control mechanism for sharing the irradiance cache among multiple rendering threads on a shared memory parallel system. By not serialising accesses to the shared data structure the irradiance values were shared among all the threads without any overhead or contention, when reading and writing simultaneously. This new approach achieved efficiencies between 77% and 92% for 8 threads when calculating static images and animations. This work demonstrates that, due to the flexibility of the CPU, CPU-based algorithms remain a valid and competitive choice for achieving global illumination interactively, and an alternative to the generally brute-force GPU-centric algorithms
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