146 research outputs found

    Transition Contour Synthesis with Dynamic Patch Transitions

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    In this article, we present a novel approach for modulating the shape of transitions between terrain materials to produce detailed and varied contours where blend resolution is limited. Whereas texture splatting and blend mapping add detail to transitions at the texel level, our approach addresses the broader shape of the transition by introducing intermittency and irregularity. Our results have proven that enriched detail of the blend contour can be achieved with a performance competitive to existing approaches without additional texture, geometry resources, or asset preprocessing. We achieve this by compositing blend masks on-the-fly with the subdivision of texture space into differently sized patches to produce irregular contours from minimal artistic input. Our approach is of particular importance for applications where GPU resources or artistic input is limited or impractical

    Error-driven adaptive resolutions for large scientific data sets

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    The process of making observations and drawing conclusions from large data sets is an essential part of modern scientific research. However, the size of these data sets can easily exceed the available resources of a typical workstation, making visualization and analysis a formidable challenge. Many solutions, including multiresolution and adaptive resolution representations, have been proposed and implemented to address these problems. This thesis describes an error model for calculating and representing localized error from data reduction and a process for constructing error-driven adaptive resolutions from this data, allowing fully-renderable error driven adaptive resolutions to be constructed from a single, high-resolution data set. We evaluated the performance of these adaptive resolutions generated with various parameters compared to the original data set. We found that adaptive resolutions generated with reasonable subdomain sizes and error tolerances show improved performance daring visualization

    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

    SCALAR-NeRF: SCAlable LARge-scale Neural Radiance Fields for Scene Reconstruction

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    In this work, we introduce SCALAR-NeRF, a novel framework tailored for scalable large-scale neural scene reconstruction. We structure the neural representation as an encoder-decoder architecture, where the encoder processes 3D point coordinates to produce encoded features, and the decoder generates geometric values that include volume densities of signed distances and colors. Our approach first trains a coarse global model on the entire image dataset. Subsequently, we partition the images into smaller blocks using KMeans with each block being modeled by a dedicated local model. We enhance the overlapping regions across different blocks by scaling up the bounding boxes of each local block. Notably, the decoder from the global model is shared across distinct blocks and therefore promoting alignment in the feature space of local encoders. We propose an effective and efficient methodology to fuse the outputs from these local models to attain the final reconstruction. Employing this refined coarse-to-fine strategy, our method outperforms state-of-the-art NeRF methods and demonstrates scalability for large-scale scene reconstruction. The code will be available on our project page at https://aibluefisher.github.io/SCALAR-NeRF/Comment: Project Page: https://aibluefisher.github.io/SCALAR-NeR

    Real-time transition texture synthesis for terrains.

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    Depicting the transitions where differing material textures meet on a terrain surface presents a particularly unique set of challenges in the field of real-time rendering. Natural landscapes are inherently irregular and composed of complex interactions between many different material types of effectively endless detail and variation. Although consumer grade graphics hardware is becoming ever increasingly powerful with each successive generation, terrain texturing remains a trade-off between realism and the computational resources available. Technological constraints aside, there is still the challenge of generating the texture resources to represent terrain surfaces which can often span many hundreds or even thousands of square kilometres. To produce such textures by hand is often impractical when operating on a restricted budget of time and funding. This thesis presents two novel algorithms for generating texture transitions in realtime using automated processes. The first algorithm, Feature-Based Probability Blending (FBPB), automates the task of generating transitions between material textures containing salient features. As such features protrude through the terrain surface FBPB ensures that the topography of these features is maintained at transitions in a realistic manner. The transitions themselves are generated using a probabilistic process that also dynamically adds wear and tear to introduce high frequency detail and irregularity at the transition contour. The second algorithm, Dynamic Patch Transitions (DPT), extends FBPB by applying the probabilistic transition approach to material textures that contain no salient features. By breaking up texture space into a series of layered patches that are either rendered or discarded on a probabilistic basis, the contour of the transition is greatly increased in resolution and irregularity. When used in conjunction with high frequency detail techniques, such as alpha masking, DPT is capable of producing endless, detailed, irregular transitions without the need for artistic input

    Splatting multiresolution volume data using the feature graph

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    We propose to represent classified datasets as a feature graph storing different graphical models and attributes for each feature. This graph allows us to render each feature according to its own characteristics. In addition, we show that various features of the graph storing volume information at different resolution levels can be rendered together using a view-aligned splatting method. Moreover, we propose a 2D kernel function for splats that is easy to tune and generates smaller footprints that reduce the render time. Our algorithm provides images with less blur. It enhances the boundary of the features while avoiding the subdivision of homogeneous regions of the volume.Postprint (published version

    Voxelization of Free-Form Solids Represented by Catmull-Clark Subdivision Surfaces

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    www.cs.uky.edu/∼cheng Abstract. A voxelization technique and its applications for objects with arbitrary topology are presented. It converts a free-form object from its continuous geometric representation into a set of voxels that best approximates the geometry of the object. Unlike traditional 3D scan-conversion based methods, our voxelization method is performed by recursively subdividing the 2D parameter space and sampling 3D points from selected 2D parameter space points. Moreover, our voxelization of 3D closed objects is guaranteed to be leak-free when a 3D flooding operation is performed. This is ensured by proving that our voxelization results satisfy the properties of separability, accuracy and minimality.
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