75 research outputs found

    Ray Tracing Gems

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    This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for: Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPU

    Collective Microswimmer Motility in Complex Environments

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    This thesis deals with the collective motility of microswimmers in complex environments. We study the motility of a single alga in complex environments, the hydrodynamic interactions between microswimmers, the collective effects of the run-reverseflick swimming strategy, and the statistical effects of an active Brownian particle exhibiting two motility stages. We investigate the swimming behavior of the green alga Chlamydomonas reinhardtii in confinement and find an increased probability of the cell swimming close to the confining wall. We discovered that the near-wall swimming probability scales with the local wall curvature. The model that we propose, consisting of an asymmetric dumbbell, describes the near-wall swimming accurately and does not require any fitting parameter. In fact, we found that the important ingredient to the curvatureguided navigation is the torque stemming from the asymmetry of the organism. Hydrodynamic interactions between microswimmers can also play an important role in their collective behavior. To investigate the effects of hydrodynamic interactions we propose a new model based on an asymmetric dumbbell that takes into account the hydrodynamic flow fields of puller- or pusher-type microswimmers. We explore the corresponding nonequilibrium phase diagram and find density heterogeneities in the configuration of swimmers. In fact, we find a maximum heterogeneity at intermediate filling fractions and high PĂ©clet number. Using simulations with only hydrodynamic and only steric interactions between the swimmers we show that the maximum in heterogeneities of swimmers stems from a competition of hydrodynamic and steric interactions. This result is supported by an analytical theory that we propose. Importantly, this maximum represents an optimum for microswimmers’ colonization of their environment. Bacteria have different swimming strategies for finding nutrition. Escherichia coli bacteria follow a run and tumble strategy, whereas Vibrio alginolyticus bacteria have a run-reverse-flick pattern. We study the collective effects of the run-reverse-flick strategy from a theoretical point of view using molecular dynamics simulations and analytical theory. We present the collective diffusion coefficient of the system and find using both approaches that there is maximum in collective diffusion at a forward-tobackward runtime ratio of 1.2. Intriguingly this is the same runtime ratio that was found experimentally for Vibrio alginolyticus. We study the statistical effects of a microswimmer that can switch from a highly motile state to a low motility state. By solving the underlying Fokker-Planck equation we find the mean square displacement as well as the intermediate scattering function analytically, which we verify using Brownian dynamics simulations. We find an interesting subdiffusive behavior of the mean square displacement and point out implications for experimental systems. The intermediate scattering function that we find shows non-ergodic effects that resemble the properties of a supercooled liquid

    Dynamic Volume Rendering of Functional Medical Data on Dissimilar Hardware Platforms

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    In the last 30 years, medical imaging has become one of the most used diagnostic tools in the medical profession. Computed Tomography (CT) and Magnetic Resonance Imaging (MRI) technologies have become widely adopted because of their ability to capture the human body in a non-invasive manner. A volumetric dataset is a series of orthogonal 2D slices captured at a regular interval, typically along the axis of the body from the head to the feet. Volume rendering is a computer graphics technique that allows volumetric data to be visualized and manipulated as a single 3D object. Iso-surface rendering, image splatting, shear warp, texture slicing, and raycasting are volume rendering methods, each with associated advantages and disadvantages. Raycasting is widely regarded as the highest quality renderer of these methods. Originally, CT and MRI hardware was limited to providing a single 3D scan of the human body. The technology has improved to allow a set of scans capable of capturing anatomical movements like a beating heart. The capturing of anatomical data over time is referred to as functional imaging. Functional MRI (fMRI) is used to capture changes in the human body over time. While fMRI’s can be used to capture any anatomical data over time, one of the more common uses of fMRI is to capture brain activity. The fMRI scanning process is typically broken up into a time consuming high resolution anatomical scan and a series of quick low resolution scans capturing activity. The low resolution activity data is mapped onto the high resolution anatomical data to show changes over time. Academic research has advanced volume rendering and specifically fMRI volume rendering. Unfortunately, academic research is typically a one-off solution to a singular medical case or set of data, causing any advances to be problem specific as opposed to a general capability. Additionally, academic volume renderers are often designed to work on a specific device and operating system under controlled conditions. This prevents volume rendering from being used across the ever expanding number of different computing devices, such as desktops, laptops, immersive virtual reality systems, and mobile computers like phones or tablets. This research will investigate the feasibility of creating a generic software capability to perform real-time 4D volume rendering, via raycasting, on desktop, mobile, and immersive virtual reality platforms. Implementing a GPU-based 4D volume raycasting method for mobile devices will harness the power of the increasing number of mobile computational devices being used by medical professionals. Developing support for immersive virtual reality can enhance medical professionals’ interpretation of 3D physiology with the additional depth information provided by stereoscopic 3D. The results of this research will help expand the use of 4D volume rendering beyond the traditional desktop computer in the medical field. Developing the same 4D volume rendering capabilities across dissimilar platforms has many challenges. Each platform relies on their own coding languages, libraries, and hardware support. There are tradeoffs between using languages and libraries native to each platform and using a generic cross-platform system, such as a game engine. Native libraries will generally be more efficient during application run-time, but they require different coding implementations for each platform. The decision was made to use platform native languages and libraries in this research, whenever practical, in an attempt to achieve the best possible frame rates. 4D volume raycasting provides unique challenges independent of the platform. Specifically, fMRI data loading, volume animation, and multiple volume rendering. Additionally, real-time raycasting has never been successfully performed on a mobile device. Previous research relied on less computationally expensive methods, such as orthogonal texture slicing, to achieve real-time frame rates. These challenges will be addressed as the contributions of this research. The first contribution was exploring the feasibility of generic functional data input across desktop, mobile, and immersive virtual reality. To visualize 4D fMRI data it was necessary to build in the capability to read Neuroimaging Informatics Technology Initiative (NIfTI) files. The NIfTI format was designed to overcome limitations of 3D file formats like DICOM and store functional imagery with a single high-resolution anatomical scan and a set of low-resolution anatomical scans. Allowing input of the NIfTI binary data required creating custom C++ routines, as no object oriented APIs freely available for use existed. The NIfTI input code was built using C++ and the C++ Standard Library to be both light weight and cross-platform. Multi-volume rendering is another challenge of fMRI data visualization and a contribution of this work. fMRI data is typically broken into a single high-resolution anatomical volume and a series of low-resolution volumes that capture anatomical changes. Visualizing two volumes at the same time is known as multi-volume visualization. Therefore, the ability to correctly align and scale the volumes relative to each other was necessary. It was also necessary to develop a compositing method to combine data from both volumes into a single cohesive representation. Three prototype applications were built for the different platforms to test the feasibility of 4D volume raycasting. One each for desktop, mobile, and virtual reality. Although the backend implementations were required to be different between the three platforms, the raycasting functionality and features were identical. Therefore, the same fMRI dataset resulted in the same 3D visualization independent of the platform itself. Each platform uses the same NIfTI data loader and provides support for dataset coloring and windowing (tissue density manipulation). The fMRI data can be viewed changing over time by either animation through the time steps, like a movie, or using an interface slider to “scrub” through the different time steps of the data. The prototype applications data load times and frame rates were tested to determine if they achieved the real-time interaction goal. Real-time interaction was defined by achieving 10 frames per second (fps) or better, based on the work of Miller [1]. The desktop version was evaluated on a 2013 MacBook Pro running OS X 10.12 with a 2.6 GHz Intel Core i7 processor, 16 GB of RAM, and a NVIDIA GeForce GT 750M graphics card. The immersive application was tested in the C6 CAVEℱ, a 96 graphics node computer cluster comprised of NVIDIA Quadro 6000 graphics cards running Red Hat Enterprise Linux. The mobile application was evaluated on a 2016 9.7” iPad Pro running iOS 9.3.4. The iPad had a 64-bit Apple A9X dual core processor with 2 GB of built in memory. Two different fMRI brain activity datasets with different voxel resolutions were used as test datasets. Datasets were tested using both the 3D structural data, the 4D functional data, and a combination of the two. Frame rates for the desktop implementation were consistently above 10 fps, indicating that real-time 4D volume raycasting is possible on desktop hardware. The mobile and virtual reality platforms were able to perform real-time 3D volume raycasting consistently. This is a marked improvement for 3D mobile volume raycasting that was previously only able to achieve under one frame per second [2]. Both VR and mobile platforms were able to raycast the 4D only data at real-time frame rates, but did not consistently meet 10 fps when rendering both the 3D structural and 4D functional data simultaneously. However, 7 frames per second was the lowest frame rate recorded, indicating that hardware advances will allow consistent real-time raycasting of 4D fMRI data in the near future

    Fast Rendering of Forest Ecosystems with Dynamic Global Illumination

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    Real-time rendering of large-scale, forest ecosystems remains a challenging problem, in that important global illumination effects, such as leaf transparency and inter-object light scattering, are difficult to capture, given tight timing constraints and scenes that typically contain hundreds of millions of primitives. We propose a new lighting model, adapted from a model previously used to light convective clouds and other participating media, together with GPU ray tracing, in order to achieve these global illumination effects while maintaining near real-time performance. The lighting model is based on a lattice-Boltzmann method in which reflectance, transmittance, and absorption parameters are taken from measurements of real plants. The lighting model is solved as a preprocessing step, requires only seconds on a single GPU, and allows dynamic lighting changes at run-time. The ray tracing engine, which runs on one or multiple GPUs, combines multiple acceleration structures to achieve near real-time performance for large, complex scenes. Both the preprocessing step and the ray tracing engine make extensive use of NVIDIA\u27s Compute Unified Device Architecture (CUDA)

    New techniques for the scientific visualization of three-dimensional multi-variate and vector fields

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    Volume rendering allows us to represent a density cloud with ideal properties (single scattering, no self-shadowing, etc.). Scientific visualization utilizes this technique by mapping an abstract variable or property in a computer simulation to a synthetic density cloud. This thesis extends volume rendering from its limitation of isotropic density clouds to anisotropic and/or noisy density clouds. Design aspects of these techniques are discussed that aid in the comprehension of scientific information. Anisotropic volume rendering is used to represent vector based quantities in scientific visualization. Velocity and vorticity in a fluid flow, electric and magnetic waves in an electromagnetic simulation, and blood flow within the body are examples of vector based information within a computer simulation or gathered from instrumentation. Understand these fields can be crucial to understanding the overall physics or physiology. Three techniques for representing three-dimensional vector fields are presented: Line Bundles, Textured Splats and Hair Splats. These techniques are aimed at providing a high-level (qualitative) overview of the flows, offering the user a substantial amount of information with a single image or animation. Non-homogenous volume rendering is used to represent multiple variables. Computer simulations can typically have over thirty variables, which describe properties whose understanding are useful to the scientist. Trying to understand each of these separately can be time consuming. Trying to understand any cause and effect relationships between different variables can be impossible. NoiseSplats is introduced to represent two or more properties in a single volume rendering of the data. This technique is also aimed at providing a qualitative overview of the flows

    Optical flow estimation via steered-L1 norm

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    Global variational methods for estimating optical flow are among the best performing methods due to the subpixel accuracy and the ‘fill-in’ effect they provide. The fill-in effect allows optical flow displacements to be estimated even in low and untextured areas of the image. The estimation of such displacements are induced by the smoothness term. The L1 norm provides a robust regularisation term for the optical flow energy function with a very good performance for edge-preserving. However this norm suffers from several issues, among these is the isotropic nature of this norm which reduces the fill-in effect and eventually the accuracy of estimation in areas near motion boundaries. In this paper we propose an enhancement to the L1 norm that improves the fill-in effect for this smoothness term. In order to do this we analyse the structure tensor matrix and use its eigenvectors to steer the smoothness term into components that are ‘orthogonal to’ and ‘aligned with’ image structures. This is done in primal-dual formulation. Results show a reduced end-point error and improved accuracy compared to the conventional L1 norm

    Optical flow estimation via steered-L1 norm

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    Global variational methods for estimating optical flow are among the best performing methods due to the subpixel accuracy and the ‘fill-in’ effect they provide. The fill-in effect allows optical flow displacements to be estimated even in low and untextured areas of the image. The estimation of such displacements are induced by the smoothness term. The L1 norm provides a robust regularisation term for the optical flow energy function with a very good performance for edge-preserving. However this norm suffers from several issues, among these is the isotropic nature of this norm which reduces the fill-in effect and eventually the accuracy of estimation in areas near motion boundaries. In this paper we propose an enhancement to the L1 norm that improves the fill-in effect for this smoothness term. In order to do this we analyse the structure tensor matrix and use its eigenvectors to steer the smoothness term into components that are ‘orthogonal to’ and ‘aligned with’ image structures. This is done in primal-dual formulation. Results show a reduced end-point error and improved accuracy compared to the conventional L1 norm

    HERO - A 3D general relativistic radiative post-processor for accretion discs around black holes

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    HERO (Hybrid Evaluator for Radiative Objects) is a 3D general relativistic radiative transfer code which has been tailored to the problem of analyzing radiation from simulations of relativistic accretion discs around black holes. HERO is designed to be used as a postprocessor. Given some fixed fluid structure for the disc (i.e. density and velocity as a function of position from a hydrodynamics or magnetohydrodynamics simulation), the code obtains a self-consistent solution for the radiation field and for the gas temperatures using the condition of radiative equilibrium. The novel aspect of HERO is that it combines two techniques: 1) a short characteristics (SC) solver that quickly converges to a self consistent disc temperature and radiation field, with 2) a long characteristics (LC) solver that provides a more accurate solution for the radiation near the photosphere and in the optically thin regions. By combining these two techniques, we gain both the computational speed of SC and the high accuracy of LC. We present tests of HERO on a range of 1D, 2D and 3D problems in flat space and show that the results agree well with both analytical and benchmark solutions. We also test the ability of the code to handle relativistic problems in curved space. Finally, we discuss the important topic of ray-defects, a major limitation of the SC method, and describe our strategy for minimizing the induced error.Astronom

    Full-Waveform Inversion with Scaled-Sobolev Preconditioning Applied to Vibroseis Field Data

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    I present an application of a high-resolution subsurface imaging technique known as “full-waveform inversion” (FWI) to a vibroseis seismic dataset from eastern Ohio, USA. The data were collected over a crooked line with rough topography, 3.5 km maximum offsets, and no significant frequency content below 12 Hz. These parameters present challenges to obtaining quality images from FWI. The use of a preconditioner–the ‘scaled-Sobolev preconditioner’ (SSP - Zuberi and Pratt, 2017)–on the gradient of the misfit functional was key to obtaining low wavenumbers without discarding high wavenumbers. The results represent the first successful application of FWI with the SSP to a field dataset, with a high-resolution image that generally matches the trends of the Big Injun sand and Berea sandstone layers at the survey location. The novel FWI results confirm the absence of small scale structure (including the lack of visible faults) in the first 0.66 km
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