574 research outputs found

    Rendering Curved Triangles on the GPU

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    This Thesis presents a new approach to render triangular BĂ©zier patches in real time. The goal is to achieve a very good visual quality, avoid artifacts in the silhouette, and get in nite detail. Our approach consists in a ray casting technique to render tri- angular B ezier patches in real time. It is based on previous work explained in this document to implement a fast ray-surface intersec- tion technique. This previous work consists in adapting Newton's method to implement the intersections achieving interactive framer- ates ray casting di erent surfaces. The main contributions of our approach are adapting New- ton's method to perform intersections with triangular bicubic B ezier patches and implementing it in GPU to optimize performance using graphics hardware. Finally, we also contribute adapting the normal mapping tech- nique to shade the models and, thus, achieve even greater detail

    Animating ultra-complex voxel scenes through shell deformation

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    version draft du mémoireInternational audienceVoxel representations have many advantages, such as ordered traversal during rendering and trivial very decent LOD through MIPmap. Special effect companies such Digital Domain or Rhythm&Hues now ex- tensively use voxels engines, for semi-transparent objects such as clouds, avalanches, tornado or explosions, but also for complex solid objects. Several gaming companies are also looking into voxel engines to deal with ever more complex scenes but the main problem when dealing with voxel representations is the amount of data that has to be manipulated. This amount usually prevents animating in real time. To solve these is- sues, ARTIS team developed the Gigavoxels framework: a very powerful voxel engine based on GPU ray-casting, with advanced memory man- agement, so that very complex scenes can be rendered in real-time. The purpose of the TER was to develop a solution for animating voxel objects in real-time, implement it and eventually integrate it to the Gigavoxels framework

    Per-Pixel Extrusion Mapping with Correct Silhouette

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    Per-pixel extrusion mapping consists of creating a virtual geometry stored in a texture over a polygon model without increasing its density. There are four types of extrusion mapping, namely, basic extrusion, outward extrusion, beveled extrusion, and chamfered extrusion. These different techniques produce satisfactory results in the case of plane surfaces, but when it is about the curved surfaces, the silhouette is not visible at the edges of the extruded forms on the 3D surface geometry because they not take into account the curvature of the 3D meshes. In this paper, we presented an improvement that consists of using a curved ray-tracing to correct the silhouette problem by combining the per-pixel extrusion mapping techniques and the quadratic approximation computed at each vertex of the 3D mesh

    Rendering Curved Triangles on the GPU

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    This Thesis presents a new approach to render triangular BĂ©zier patches in real time. The goal is to achieve a very good visual quality, avoid artifacts in the silhouette, and get in nite detail. Our approach consists in a ray casting technique to render tri- angular B ezier patches in real time. It is based on previous work explained in this document to implement a fast ray-surface intersec- tion technique. This previous work consists in adapting Newton's method to implement the intersections achieving interactive framer- ates ray casting di erent surfaces. The main contributions of our approach are adapting New- ton's method to perform intersections with triangular bicubic B ezier patches and implementing it in GPU to optimize performance using graphics hardware. Finally, we also contribute adapting the normal mapping tech- nique to shade the models and, thus, achieve even greater detail

    Efficient and High-Quality Rendering of Higher-Order Geometric Data Representations

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    Computer-Aided Design (CAD) bezeichnet den Entwurf industrieller Produkte mit Hilfe von virtuellen 3D Modellen. Ein CAD-Modell besteht aus parametrischen Kurven und FlĂ€chen, in den meisten FĂ€llen non-uniform rational B-Splines (NURBS). Diese mathematische Beschreibung wird ebenfalls zur Analyse, Optimierung und PrĂ€sentation des Modells verwendet. In jeder dieser Entwicklungsphasen wird eine unterschiedliche visuelle Darstellung benötigt, um den entsprechenden Nutzern ein geeignetes Feedback zu geben. Designer bevorzugen beispielsweise illustrative oder realistische Darstellungen, Ingenieure benötigen eine verstĂ€ndliche Visualisierung der Simulationsergebnisse, wĂ€hrend eine immersive 3D Darstellung bei einer Benutzbarkeitsanalyse oder der Designauswahl hilfreich sein kann. Die interaktive Darstellung von NURBS-Modellen und -Simulationsdaten ist jedoch aufgrund des hohen Rechenaufwandes und der eingeschrĂ€nkten HardwareunterstĂŒtzung eine große Herausforderung. Diese Arbeit stellt vier neuartige Verfahren vor, welche sich mit der interaktiven Darstellung von NURBS-Modellen und Simulationensdaten befassen. Die vorgestellten Algorithmen nutzen neue FĂ€higkeiten aktueller Grafikkarten aus, um den Stand der Technik bezĂŒglich QualitĂ€t, Effizienz und Darstellungsgeschwindigkeit zu verbessern. Zwei dieser Verfahren befassen sich mit der direkten Darstellung der parametrischen Beschreibung ohne Approximationen oder zeitaufwĂ€ndige Vorberechnungen. Die dabei vorgestellten Datenstrukturen und Algorithmen ermöglichen die effiziente Unterteilung, Klassifizierung, Tessellierung und Darstellung getrimmter NURBS-FlĂ€chen und einen interaktiven Ray-Casting-Algorithmus fĂŒr die IsoflĂ€chenvisualisierung von NURBSbasierten isogeometrischen Analysen. Die weiteren zwei Verfahren beschreiben zum einen das vielseitige Konzept der programmierbaren Transparenz fĂŒr illustrative und verstĂ€ndliche Visualisierungen tiefenkomplexer CAD-Modelle und zum anderen eine neue hybride Methode zur Reprojektion halbtransparenter und undurchsichtiger Bildinformation fĂŒr die Beschleunigung der Erzeugung von stereoskopischen Bildpaaren. Die beiden letztgenannten AnsĂ€tze basieren auf rasterisierter Geometrie und sind somit ebenfalls fĂŒr normale Dreiecksmodelle anwendbar, wodurch die Arbeiten auch einen wichtigen Beitrag in den Bereichen der Computergrafik und der virtuellen RealitĂ€t darstellen. Die Auswertung der Arbeit wurde mit großen, realen NURBS-DatensĂ€tzen durchgefĂŒhrt. Die Resultate zeigen, dass die direkte Darstellung auf Grundlage der parametrischen Beschreibung mit interaktiven Bildwiederholraten und in subpixelgenauer QualitĂ€t möglich ist. Die EinfĂŒhrung programmierbarer Transparenz ermöglicht zudem die Umsetzung kollaborativer 3D Interaktionstechniken fĂŒr die Exploration der Modelle in virtuellenUmgebungen sowie illustrative und verstĂ€ndliche Visualisierungen tiefenkomplexer CAD-Modelle. Die Erzeugung stereoskopischer Bildpaare fĂŒr die interaktive Visualisierung auf 3D Displays konnte beschleunigt werden. Diese messbare Verbesserung wurde zudem im Rahmen einer Nutzerstudie als wahrnehmbar und vorteilhaft befunden.In computer-aided design (CAD), industrial products are designed using a virtual 3D model. A CAD model typically consists of curves and surfaces in a parametric representation, in most cases, non-uniform rational B-splines (NURBS). The same representation is also used for the analysis, optimization and presentation of the model. In each phase of this process, different visualizations are required to provide an appropriate user feedback. Designers work with illustrative and realistic renderings, engineers need a comprehensible visualization of the simulation results, and usability studies or product presentations benefit from using a 3D display. However, the interactive visualization of NURBS models and corresponding physical simulations is a challenging task because of the computational complexity and the limited graphics hardware support. This thesis proposes four novel rendering approaches that improve the interactive visualization of CAD models and their analysis. The presented algorithms exploit latest graphics hardware capabilities to advance the state-of-the-art in terms of quality, efficiency and performance. In particular, two approaches describe the direct rendering of the parametric representation without precomputed approximations and timeconsuming pre-processing steps. New data structures and algorithms are presented for the efficient partition, classification, tessellation, and rendering of trimmed NURBS surfaces as well as the first direct isosurface ray-casting approach for NURBS-based isogeometric analysis. The other two approaches introduce the versatile concept of programmable order-independent semi-transparency for the illustrative and comprehensible visualization of depth-complex CAD models, and a novel method for the hybrid reprojection of opaque and semi-transparent image information to accelerate stereoscopic rendering. Both approaches are also applicable to standard polygonal geometry which contributes to the computer graphics and virtual reality research communities. The evaluation is based on real-world NURBS-based models and simulation data. The results show that rendering can be performed directly on the underlying parametric representation with interactive frame rates and subpixel-precise image results. The computational costs of additional visualization effects, such as semi-transparency and stereoscopic rendering, are reduced to maintain interactive frame rates. The benefit of this performance gain was confirmed by quantitative measurements and a pilot user study

    A hybrid representation for modeling, interactive editing, and real-time visualization of terrains with volumetric features

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    Cataloged from PDF version of article.Terrain rendering is a crucial part of many real-time applications. The easiest way to process and visualize terrain data in real time is to constrain the terrain model in several ways. This decreases the amount of data to be processed and the amount of processing power needed, but at the cost of expressivity and the ability to create complex terrains. The most popular terrain representation is a regular 2D grid, where the vertices are displaced in a third dimension by a displacement map, called a heightmap. This is the simplest way to represent terrain, and although it allows fast processing, it cannot model terrains with volumetric features. Volumetric approaches sample the 3D space by subdividing it into a 3D grid and represent the terrain as occupied voxels. They can represent volumetric features but they require computationally intensive algorithms for rendering, and their memory requirements are high. We propose a novel representation that combines the voxel and heightmap approaches, and is expressive enough to allow creating terrains with caves, overhangs, cliffs, and arches, and efficient enough to allow terrain editing, deformations, and rendering in real time

    Geometry Textures and Applications

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    International audienceGeometry textures are a novel geometric representation for surfaces based on height maps. The visualization is done through a GPU ray casting algorithm applied to the whole object. At rendering time, the fine-scale details (mesostructures) are reconstructed preserving original quality. Visualizing surfaces with geometry textures allows a natural LOD behavior. There are numerous applications that can benefit from the use of geometry textures. In this paper, besides a mesostructure visualization survey, we present geometry textures with three possible applications: rendering of solid models, geological surfaces visualization and surface smoothing

    Cone normal stepping

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    This dissertation examines several methods of relief mapping, such as parallax mapping and cone step mapping, as well as methods for soft shadowing and ambient occlusion of relief maps. Ambient occlusion is an approximation of global illumination that only takes occlusion into account. New relief mapping methods are introduced to bridge the gap between distance elds and cone maps. The new methods allow calculating approximate distance elds from their cone map approximate ambient occlusion and soft shadows. The new methods are compared with linear, binary, and interval search as well as variants of cone mapping, such as relaxed cone mapping and quad cone mapping. These methods were evaluated with regards to performance and accuracy and were found to be similar in performance and accuracy than the existing methods. The new methods did not outperform existing methods on the tested scenes, but the new methods make use of approximate distance elds and remove the maximum cone angle limitation. It was also shown that in most cases linear search with interval mapping performed the best, given the error metric used.Dissertation (MSc)--University of Pretoria, 2018.TM2019Computer ScienceMScUnrestricte
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