1,154 research outputs found

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    GPU-based Streaming for Parallel Level of Detail on Massive Model Rendering

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    Rendering massive 3D models in real-time has long been recognized as a very challenging problem because of the limited computational power and memory space available in a workstation. Most existing rendering techniques, especially level of detail (LOD) processing, have suffered from their sequential execution natures, and does not scale well with the size of the models. We present a GPU-based progressive mesh simplification approach which enables the interactive rendering of large 3D models with hundreds of millions of triangles. Our work contributes to the massive rendering research in two ways. First, we develop a novel data structure to represent the progressive LOD mesh, and design a parallel mesh simplification algorithm towards GPU architecture. Second, we propose a GPU-based streaming approach which adopt a frame-to-frame coherence scheme in order to minimize the high communication cost between CPU and GPU. Our results show that the parallel mesh simplification algorithm and GPU-based streaming approach significantly improve the overall rendering performance

    From Big Data to Big Displays: High-Performance Visualization at Blue Brain

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    Blue Brain has pushed high-performance visualization (HPV) to complement its HPC strategy since its inception in 2007. In 2011, this strategy has been accelerated to develop innovative visualization solutions through increased funding and strategic partnerships with other research institutions. We present the key elements of this HPV ecosystem, which integrates C++ visualization applications with novel collaborative display systems. We motivate how our strategy of transforming visualization engines into services enables a variety of use cases, not only for the integration with high-fidelity displays, but also to build service oriented architectures, to link into web applications and to provide remote services to Python applications.Comment: ISC 2017 Visualization at Scale worksho

    A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics

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    This paper presents a survey of ocean simulation and rendering methods in computer graphics. To model and animate the ocean's surface, these methods mainly rely on two main approaches: on the one hand, those which approximate ocean dynamics with parametric, spectral or hybrid models and use empirical laws from oceanographic research. We will see that this type of methods essentially allows the simulation of ocean scenes in the deep water domain, without breaking waves. On the other hand, physically-based methods use Navier-Stokes Equations (NSE) to represent breaking waves and more generally ocean surface near the shore. We also describe ocean rendering methods in computer graphics, with a special interest in the simulation of phenomena such as foam and spray, and light's interaction with the ocean surface

    LOCALIS: Locally-adaptive Line Simplification for GPU-based Geographic Vector Data Visualization

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    Visualization of large vector line data is a core task in geographic and cartographic systems. Vector maps are often displayed at different cartographic generalization levels, traditionally by using several discrete levels-of-detail (LODs). This limits the generalization levels to a fixed and predefined set of LODs, and generally does not support smooth LOD transitions. However, fast GPUs and novel line rendering techniques can be exploited to integrate dynamic vector map LOD management into GPU-based algorithms for locally-adaptive line simplification and real-time rendering. We propose a new technique that interactively visualizes large line vector datasets at variable LODs. It is based on the Douglas-Peucker line simplification principle, generating an exhaustive set of line segments whose specific subsets represent the lines at any variable LOD. At run time, an appropriate and view-dependent error metric supports screen-space adaptive LOD levels and the display of the correct subset of line segments accordingly. Our implementation shows that we can simplify and display large line datasets interactively. We can successfully apply line style patterns, dynamic LOD selection lenses, and anti-aliasing techniques to our line rendering

    An Investigation into Animating Plant Structures within Real-time Constraints

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    This paper is an analysis of current developments in rendering botanical structures for scientic and entertainment purposes with a focus on visualising growth. The choices of practical investigations produce a novel approach for parallel parsing of difficult bracketed L-Systems, based upon the work of Lipp, Wonka and Wimmer (2010). Alongside this is a general overview of the issues involved when looking at growing systems, technical details involving programming for the Graphics Processing Unit (GPU) and other possible solutions for further work that also could achieve the project's goals

    FlightGoggles: A Modular Framework for Photorealistic Camera, Exteroceptive Sensor, and Dynamics Simulation

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    FlightGoggles is a photorealistic sensor simulator for perception-driven robotic vehicles. The key contributions of FlightGoggles are twofold. First, FlightGoggles provides photorealistic exteroceptive sensor simulation using graphics assets generated with photogrammetry. Second, it provides the ability to combine (i) synthetic exteroceptive measurements generated in silico in real time and (ii) vehicle dynamics and proprioceptive measurements generated in motio by vehicle(s) in a motion-capture facility. FlightGoggles is capable of simulating a virtual-reality environment around autonomous vehicle(s). While a vehicle is in flight in the FlightGoggles virtual reality environment, exteroceptive sensors are rendered synthetically in real time while all complex extrinsic dynamics are generated organically through the natural interactions of the vehicle. The FlightGoggles framework allows for researchers to accelerate development by circumventing the need to estimate complex and hard-to-model interactions such as aerodynamics, motor mechanics, battery electrochemistry, and behavior of other agents. The ability to perform vehicle-in-the-loop experiments with photorealistic exteroceptive sensor simulation facilitates novel research directions involving, e.g., fast and agile autonomous flight in obstacle-rich environments, safe human interaction, and flexible sensor selection. FlightGoggles has been utilized as the main test for selecting nine teams that will advance in the AlphaPilot autonomous drone racing challenge. We survey approaches and results from the top AlphaPilot teams, which may be of independent interest.Comment: Initial version appeared at IROS 2019. Supplementary material can be found at https://flightgoggles.mit.edu. Revision includes description of new FlightGoggles features, such as a photogrammetric model of the MIT Stata Center, new rendering settings, and a Python AP

    Scalable Real-Time Rendering for Extremely Complex 3D Environments Using Multiple GPUs

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    In 3D visualization, real-time rendering of high-quality meshes in complex 3D environments is still one of the major challenges in computer graphics. New data acquisition techniques like 3D modeling and scanning have drastically increased the requirement for more complex models and the demand for higher display resolutions in recent years. Most of the existing acceleration techniques using a single GPU for rendering suffer from the limited GPU memory budget, the time-consuming sequential executions, and the finite display resolution. Recently, people have started building commodity workstations with multiple GPUs and multiple displays. As a result, more GPU memory is available across a distributed cluster of GPUs, more computational power is provided throughout the combination of multiple GPUs, and a higher display resolution can be achieved by connecting each GPU to a display monitor (resulting in a tiled large display configuration). However, using a multi-GPU workstation may not always give the desired rendering performance due to the imbalanced rendering workloads among GPUs and overheads caused by inter-GPU communication. In this dissertation, I contribute a multi-GPU multi-display parallel rendering approach for complex 3D environments. The approach has the capability to support a high-performance and high-quality rendering of static and dynamic 3D environments. A novel parallel load balancing algorithm is developed based on a screen partitioning strategy to dynamically balance the number of vertices and triangles rendered by each GPU. The overhead of inter-GPU communication is minimized by transferring only a small amount of image pixels rather than chunks of 3D primitives with a novel frame exchanging algorithm. The state-of-the-art parallel mesh simplification and GPU out-of-core techniques are integrated into the multi-GPU multi-display system to accelerate the rendering process
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