49 research outputs found

    Synchronized-tracing of implicit surfaces

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    Implicit surfaces are known for their ability to represent smooth objects of arbitrary topology thanks to hierarchical combinations of primitives using a structure called a blobtree. We present a new tile-based rendering pipeline well suited for modeling scenarios, i.e., no preprocessing is required when primitive parameters are updated. When using approximate signed distance fields, we rely on compact, smooth CSG operators - extended from standard bounded operators - to compute a tight volume of interest for all primitives of the blobtree. The pipeline relies on a low-resolution A-buffer storing the primitives of interest of a given screen tile. The A-buffer is then used during ray processing to synchronize threads within a subfrustum. This allows coherent field evaluation within workgroups. We use a sparse bottom-up tree traversal to prune the blobtree on-the-fly which allows us to decorrelate field evaluation complexity from the full blobtree size. The ray processing itself is done using the sphere-tracing algorithm. The pipeline scales well to surfaces consisting of thousands of primitives

    Interactive Rendering Framework for Distance Function Representations

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    Sphere tracing, introduced by Hart in [5], is an efficient method to find ray- surface intersections, provided the surface is represented by a signed distance function (SDF) or a lower estimate of it. This paper presents an interactive rendering framework for visualising exact and estimate SDF representations. We demonstrate the performance of the system by visualising 3D fractals and its modularity by rendering algebraic and meta surfaces. In addition, we discuss SDF estimation of algebraic surfaces

    Interactive ray tracing of arbitrary implicits with SIMD interval arithmetic

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    Journal ArticleWe present a practical and efficient algorithm for interactively ray tracing arbitrary implicit surfaces. We use interval arithmetic (IA) both for robust root computation and guaranteed detection of topological features. In conjunction with ray tracing, this allows for rendering literally any programmable implicit function simply from its definition. Our method requires neither special hardware, nor preprocessing or storage of any data structure. Efficiency is achieved through SIMD optimization of both the interval arithmetic computation and coherent ray traversal algorithm, delivering interactive results even for complex implicit functions

    Transparent rendering and slicing of integral surfaces using per-primitive interval arithmetic

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    International audienceWe present a method for efficient incorporation of integral surfaces within existing robust processing methods such as interval arithmetic and segment-tracing. We based our approach on high-level knowledge of the field function of the primitives. We show application to slicing and transparent rendering of integral surfaces based on interval arithmetic

    Isosurface modelling of soft objects in computer graphics.

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    There are many different modelling techniques used in computer graphics to describe a wide range of objects and phenomena. In this thesis, details of research into the isosurface modelling technique are presented. The isosurface technique is used in conjunction with more traditional modelling techniques to describe the objects needed in the different scenes of an animation. The isosurface modelling technique allows the description and animation of objects that would be extremely difficult, or impossible to describe using other methods. The objects suitable for description using isosurface modelling are soft objects. Soft objects merge elegantly with each other, pull apart, bubble, ripple and exhibit a variety of other effects. The representation was studied in three phases of a computer animation project: modelling of the objects; animation of the objects; and the production of the images. The research clarifies and presents many algorithms needed to implement the isosurface representation in an animation system. The creation of a hierarchical computer graphics animation system implementing the isosurface representation is described. The scalar fields defining the isosurfaces are represented using a scalar field description language, created as part of this research, which is automatically generated from the hierarchical description of the scene. This language has many techniques for combining and building the scalar field from a variety of components. Surface attributes of the objects are specified within the graphics system. Techniques are described which allow the handling of these attributes along with the scalar field calculation. Many animation techniques specific to the isosurface representation are presented. By the conclusion of the research, a graphics system was created which elegantly handles the isosurface representation in a wide variety of animation situations. This thesis establishes that isosurface modelling of soft objects is a powerful and useful technique which has wide application in the computer graphics community

    Annales Mathematicae et Informaticae (48.)

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    Tool path generation and 3D tolerance analysis for free-form surfaces

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    This dissertation focuses on developing algorithms that generate tool paths for free-form surfaces based on accuracy of desired manufactured part. A manufacturing part is represented by mathematical curves and surfaces. Using the mathematical representation of the manufacturing part, we generate reliable and near optimal tool paths as well as cutter location (CL) data file for postprocessing. This algorithm includes two components. First is the forward-step function which determines maximum distance called forward- step between two cutter contact (CC) points with given tolerance. This function is independent of the surface type and is applicable to all continuous parametric surfaces that are twice differentiable. The second component is the side-step function which determines maximum distance called side-step between two adjacent tool paths with a given scallop height. This algorithm reduces manufacturing and computing time as well as the CC points while keeping the given tolerance and scallop height in the tool paths. Several parts, for which the CC points are generated using the proposed algorithm, are machined using a three axes milling machine. As part of the validation process, the tool paths generated during machining are analyzed to compare the machined part and the desired part

    Annales Mathematicae et Informaticae 2018

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