402 research outputs found

    An efficient parametric algorithm for octree traversal

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    An octree is a well known hierarchical spatial structure which is widely used in Computer Graphics algorithms. One of the most frequent operations is the computation of the octree voxels intersected by a straight line. This has a number of applications, such as ray-object intersection tests speed-up and visualisation of hierarchical density models by ray-casting. Several methods have been proposed to achieve this goal, which differ in the order in which intersected voxels are visited. In this paper we introduce a new top-down parametric method. The main difference with previously proposed methods is related to descent movements, that is, the selection of a child sub-voxel from the current one. This selection, as the algorithm, is based on the parameter of the ray and comprises simple comparisons. The resulting algorithm is easy to implement, and efficient when compared to other related top-down and bottom-up algorithms for octrees. Finally, a comparison with Kelvin’s method for binary trees is presented

    Indirect test of M-S circuits using multiple specification band guarding

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    Testing analog and mixed-signal circuits is a costly task due to the required test time targets and high end technical resources. Indirect testing methods partially address these issues providing an efficient solution using easy to measure CUT information that correlates with circuit performances. In this work, a multiple specification band guarding technique is proposed as a method to achieve a test target of misclassified circuits. The acceptance/rejection test regions are encoded using octrees in the measurement space, where the band guarding factors precisely tune the test decision boundary according to the required test yield targets. The generated octree data structure serves to cluster the forthcoming circuits in the production testing phase by solely relying on indirect measurements. The combined use of octree based encoding and multiple specification band guarding makes the testing procedure fast, efficient and highly tunable. The proposed band guarding methodology has been applied to test a band-pass Butterworth filter under parametric variations. Promising simulation results are reported showing remarkable improvements when the multiple specification band guarding criterion is used.Peer ReviewedPostprint (author's final draft

    Real-time screen space reflections and refractions using sparse voxel octrees

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    This thesis explores the data structure known as sparse voxel octree and how it can improve the performance of real-time ray tracing. While ray tracing is an excellent way of producing realistic effects in computer graphics it is also very computationally heavy. Its use in real-time applications such as games and simulators is therefore limited since the hardware must be able to render enough frames per second to satisfy the users. The purpose of an octree is to reduce the amount of intersection tests each ray needs significantly. This thesis will explain the many challenges when implementing and using an octree, and also how to solve them. This includes both how to build the tree using various tests and then also how to use it with a ray tracer to produce reflections and refractions in real time

    Ray Casting for Iso-surface in Volumetric Data

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    Volume data visualization is an active field of research and development. It can be applied in many areas such as medical, oil and gas exploration, etc... Although volume visualization is highly computational cost, there is a vision of real time volumetric visualization systems based on interactive ray tracing. Over the years, many rendering algorithms have been created and enhanced. The focus of this project is to develop a simple ray casting program for volumetric data. The program will be able to render specific volume data using a single processor in a reasonable amount of time. It is opento improve for implementation on multiprocessors. The thesis will compare some existing algorithms for ray casting in terms of image quality, computing time, complexity and so forth. The thesis includes a proposal of new multisampling algorithm, which significantly reduces rendering time while producing similar quality of image with existing algorithms

    Sparse Volumetric Deformation

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    Volume rendering is becoming increasingly popular as applications require realistic solid shape representations with seamless texture mapping and accurate filtering. However rendering sparse volumetric data is difficult because of the limited memory and processing capabilities of current hardware. To address these limitations, the volumetric information can be stored at progressive resolutions in the hierarchical branches of a tree structure, and sampled according to the region of interest. This means that only a partial region of the full dataset is processed, and therefore massive volumetric scenes can be rendered efficiently. The problem with this approach is that it currently only supports static scenes. This is because it is difficult to accurately deform massive amounts of volume elements and reconstruct the scene hierarchy in real-time. Another problem is that deformation operations distort the shape where more than one volume element tries to occupy the same location, and similarly gaps occur where deformation stretches the elements further than one discrete location. It is also challenging to efficiently support sophisticated deformations at hierarchical resolutions, such as character skinning or physically based animation. These types of deformation are expensive and require a control structure (for example a cage or skeleton) that maps to a set of features to accelerate the deformation process. The problems with this technique are that the varying volume hierarchy reflects different feature sizes, and manipulating the features at the original resolution is too expensive; therefore the control structure must also hierarchically capture features according to the varying volumetric resolution. This thesis investigates the area of deforming and rendering massive amounts of dynamic volumetric content. The proposed approach efficiently deforms hierarchical volume elements without introducing artifacts and supports both ray casting and rasterization renderers. This enables light transport to be modeled both accurately and efficiently with applications in the fields of real-time rendering and computer animation. Sophisticated volumetric deformation, including character animation, is also supported in real-time. This is achieved by automatically generating a control skeleton which is mapped to the varying feature resolution of the volume hierarchy. The output deformations are demonstrated in massive dynamic volumetric scenes
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