29 research outputs found

    Compression, Modeling, and Real-Time Rendering of Realistic Materials and Objects

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    The realism of a scene basically depends on the quality of the geometry, the illumination and the materials that are used. Whereas many sources for the creation of three-dimensional geometry exist and numerous algorithms for the approximation of global illumination were presented, the acquisition and rendering of realistic materials remains a challenging problem. Realistic materials are very important in computer graphics, because they describe the reflectance properties of surfaces, which are based on the interaction of light and matter. In the real world, an enormous diversity of materials can be found, comprising very different properties. One important objective in computer graphics is to understand these processes, to formalize them and to finally simulate them. For this purpose various analytical models do already exist, but their parameterization remains difficult as the number of parameters is usually very high. Also, they fail for very complex materials that occur in the real world. Measured materials, on the other hand, are prone to long acquisition time and to huge input data size. Although very efficient statistical compression algorithms were presented, most of them do not allow for editability, such as altering the diffuse color or mesostructure. In this thesis, a material representation is introduced that makes it possible to edit these features. This makes it possible to re-use the acquisition results in order to easily and quickly create deviations of the original material. These deviations may be subtle, but also substantial, allowing for a wide spectrum of material appearances. The approach presented in this thesis is not based on compression, but on a decomposition of the surface into several materials with different reflection properties. Based on a microfacette model, the light-matter interaction is represented by a function that can be stored in an ordinary two-dimensional texture. Additionally, depth information, local rotations, and the diffuse color are stored in these textures. As a result of the decomposition, some of the original information is inevitably lost, therefore an algorithm for the efficient simulation of subsurface scattering is presented as well. Another contribution of this work is a novel perception-based simplification metric that includes the material of an object. This metric comprises features of the human visual system, for example trichromatic color perception or reduced resolution. The proposed metric allows for a more aggressive simplification in regions where geometric metrics do not simplif

    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)

    Foundations and Methods for GPU based Image Synthesis

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    Effects such as global illumination, caustics, defocus and motion blur are an integral part of generating images that are perceived as realistic pictures and cannot be distinguished from photographs. In general, two different approaches exist to render images: ray tracing and rasterization. Ray tracing is a widely used technique for production quality rendering of images. The image quality and physical correctness are more important than the time needed for rendering. Generating these effects is a very compute and memory intensive process and can take minutes to hours for a single camera shot. Rasterization on the other hand is used to render images if real-time constraints have to be met (e.g. computer games). Often specialized algorithms are used to approximate these complex effects to achieve plausible results while sacrificing image quality for performance. This thesis is split into two parts. In the first part we look at algorithms and load-balancing schemes for general purpose computing on graphics processing units (GPUs). Most of the ray tracing related algorithms (e.g. KD-tree construction or bidirectional path tracing) have unpredictable memory requirements. Dynamic memory allocation on GPUs suffers from global synchronization required to keep the state of current allocations. We present a method to reduce this overhead on massively parallel hardware architectures. In particular, we merge small parallel allocation requests from different threads that can occur while exploiting SIMD style parallelism. We speed-up the dynamic allocation using a set of constraints that can be applied to a large class of parallel algorithms. To achieve the image quality needed for feature films GPU-cluster are often used to cope with the amount of computation needed. We present a framework that employs a dynamic load balancing approach and applies fair scheduling to minimize the average execution time of spawned computational tasks. The load balancing capabilities are shown by handling irregular workloads: a bidirectional path tracer allowing renderings of complex effects at near interactive frame rates. In the second part of the thesis we try to reduce the image quality gap between production and real-time rendering. Therefore, an adaptive acceleration structure for screen-space ray tracing is presented that represents the scene geometry by planar approximations. The benefit is a fast method to skip empty space and compute exact intersection points based on the planar approximation. This technique allows simulating complex phenomena including depth-of-field rendering and ray traced reflections at real-time frame rates. To handle motion blur in combination with transparent objects we present a unified rendering approach that decouples space and time sampling. Thereby, we can achieve interactive frame rates by reusing fragments during the sampling step. The scene geometry that is potentially visible at any point in time for the duration of a frame is rendered in a rasterization step and stored in temporally varying fragments. We perform spatial sampling to determine all temporally varying fragments that intersect with a specific viewing ray at any point in time. Viewing rays can be sampled according to the lens uv-sampling to incorporate depth-of-field. In a final temporal sampling step, we evaluate the pre-determined viewing ray/fragment intersections for one or multiple points in time. This allows incorporating standard shading effects including and resulting in a physically plausible motion and defocus blur for transparent and opaque objects

    3D high definition video coding on a GPU-based heterogeneous system

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    H.264/MVC is a standard for supporting the sensation of 3D, based on coding from 2 (stereo) to N views. H.264/MVC adopts many coding options inherited from single view H.264/AVC, and thus its complexity is even higher, mainly because the number of processing views is higher. In this manuscript, we aim at an efficient parallelization of the most computationally intensive video encoding module for stereo sequences. In particular, inter prediction and its collaborative execution on a heterogeneous platform. The proposal is based on an efficient dynamic load balancing algorithm and on breaking encoding dependencies. Experimental results demonstrate the proposed algorithm's ability to reduce the encoding time for different stereo high definition sequences. Speed-up values of up to 90× were obtained when compared with the reference encoder on the same platform. Moreover, the proposed algorithm also provides a more energy-efficient approach and hence requires less energy than the sequential reference algorith

    Interactive web-based visualization

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    The visualization of large amounts of data, which cannot be easily copied for processing on a user’s local machine, is not yet a fully solved problem. Remote visualization represents one possible solution approach to the problem, and has long been an important research topic. Depending on the device used, modern hardware, such as high-performance GPUs, is sometimes not available. This is another reason for the use of remote visualization. Additionally, due to the growing global networking and collaboration among research groups, collaborative remote visualization solutions are becoming more important. The additional use of collaborative visualization solutions is eventually due to the growing global networking and collaboration among research groups. The attractiveness of web-based remote visualization is greatly increased by the wide availability of web browsers on almost all devices; these are available today on all systems - from desktop computers to smartphones. In order to ensure interactivity, network bandwidth and latency are the biggest challenges that web-based visualization algorithms have to solve. Despite the steady improvements in available bandwidth, these improvements are still significantly slower than, for example, processor performance, resulting in increasing the impact of this bottleneck. For example, visualization of large dynamic data in low-bandwidth environments can be challenging because it requires continuous data transfer. However, bandwidth improvement alone cannot improve the latency because it is also affected by factors such as the distance between server and client and network utilization. To overcome these challenges, a combination of techniques is needed to customize the individual processing steps of the visualization pipeline, from efficient data representation to hardware-accelerated rendering on the client side. This thesis first deals with related work in the field of remote visualization with a particular focus on interactive web-based visualization and then presents techniques for interactive visualization in the browser using modern web standards such as WebGL and HTML5. These techniques enable the visualization of dynamic molecular data sets with more than one million atoms at interactive frame rates using GPU-based ray casting. Due to the limitations which exist in a browser-based environment, the concrete implementation of the GPU-based ray casting had to be customized. Evaluation of the resulting performance shows that GPU-based techniques enable the interactive rendering of large data sets and achieve higher image quality compared to polygon-based techniques. In order to reduce data transfer times and network latency, and improve rendering speed, efficient approaches for data representation and transmission are used. Furthermore, this thesis introduces a GPU-based volume-ray marching technique based on WebGL 2.0, which uses progressive brick-wise data transfer, as well as multiple levels of detail in order to achieve interactive volume rendering of datasets stored on a server. The concepts and results presented in this thesis contribute to the further spread of interactive web-based visualization. The algorithmic and technological advances that have been achieved form a basis for further development of interactive browser-based visualization applications. At the same time, this approach has the potential for enabling future collaborative visualization in the cloud.Die Visualisierung großer Datenmengen, welche nicht ohne Weiteres zur Verarbeitung auf den lokalen Rechner des Anwenders kopiert werden können, ist ein bisher nicht zufriedenstellend gelöstes Problem. Remote-Visualisierung stellt einen möglichen Lösungsansatz dar und ist deshalb seit langem ein relevantes Forschungsthema. AbhĂ€ngig vom verwendeten EndgerĂ€t ist moderne Hardware, wie etwa performante GPUs, teilweise nicht verfĂŒgbar. Dies ist ein weiterer Grund fĂŒr den Einsatz von Remote-Visualisierung. Durch die zunehmende globale Vernetzung und Kollaboration von Forschungsgruppen gewinnt kollaborative Remote-Visualisierung zusĂ€tzlich an Bedeutung. Die AttraktivitĂ€t web-basierter Remote-Visualisierung wird durch die weitreichende VerfĂŒgbarkeit von Web-Browsern auf nahezu allen EndgerĂ€ten enorm gesteigert; diese sind heutzutage auf allen Systemen - vom Desktop-Computer bis zum Smartphone - vorhanden. Bei der GewĂ€hrleistung der InteraktivitĂ€t sind Bandbreite und Latenz der Netzwerkverbindung die grĂ¶ĂŸten Herausforderungen, welche von web-basierten Visualisierungs-Algorithmen gelöst werden mĂŒssen. Trotz der stetigen Verbesserungen hinsichtlich der verfĂŒgbaren Bandbreite steigt diese signifikant langsamer als beispielsweise die Prozessorleistung, wodurch sich die Auswirkung dieses Flaschenhalses immer weiter verstĂ€rkt. So kann beispielsweise die Visualisierung großer dynamischer Daten in Umgebungen mit geringer Bandbreite eine Herausforderung darstellen, da kontinuierlicher Datentransfer benötigt wird. Dennoch kann die alleinige Verbesserung der Bandbreite keine entsprechende Verbesserung der Latenz bewirken, da diese zudem von Faktoren wie der Distanz zwischen Server und Client sowie der Netzwerkauslastung beeinflusst wird. Um diese Herausforderungen zu bewĂ€ltigen, wird eine Kombination verschiedener Techniken fĂŒr die Anpassung der einzelnen Verarbeitungsschritte der Visualisierungspipeline benötigt, angefangen bei effizienter DatenreprĂ€sentation bis hin zu hardware-beschleunigtem Rendering auf der Client-Seite. Diese Doktorarbeit befasst sich zunĂ€chst mit verwandten Arbeiten auf dem Gebiet der Remote-Visualisierung mit besonderem Fokus auf interaktiver web-basierter Visualisierung und prĂ€sentiert danach Techniken fĂŒr die interaktive Visualisierung im Browser mit Hilfe moderner Web-Standards wie WebGL und HTML5. Diese Techniken ermöglichen die Visualisierung dynamischer molekularer DatensĂ€tze mit mehr als einer Million Atomen bei interaktiven Frameraten durch die Verwendung GPU-basierten Raycastings. Aufgrund der EinschrĂ€nkungen, welche in einer Browser-basierten Umgebung vorliegen, musste die konkrete Implementierung des GPU-basierten Raycastings angepasst werden. Die Evaluation der daraus resultierenden Performanz zeigt, dass GPU-basierte Techniken das interaktive Rendering von großen DatensĂ€tzen ermöglichen und eine im Vergleich zu Polygon-basierten Techniken höhere BildqualitĂ€t erreichen. Zur Verringerung der Übertragungszeiten, Reduktion der Latenz und Verbesserung der Darstellungsgeschwindigkeit werden effiziente AnsĂ€tze zur DatenreprĂ€sentation und ĂŒbertragung verwendet. Des Weiteren wird in dieser Doktorarbeit eine GPU-basierte Volumen-Ray-Marching-Technik auf Basis von WebGL 2.0 eingefĂŒhrt, welche progressive blockweise DatenĂŒbertragung verwendet, sowie verschiedene Detailgrade, um ein interaktives Volumenrendering von auf dem Server gespeicherten DatensĂ€tzen zu erreichen. Die in dieser Doktorarbeit prĂ€sentierten Konzepte und Resultate tragen zur weiteren Verbreitung von interaktiver web-basierter Visualisierung bei. Die erzielten algorithmischen und technologischen Fortschritte bilden eine Grundlage fĂŒr weiterfĂŒhrende Entwicklungen von interaktiven Visualisierungsanwendungen auf Browser-Basis. Gleichzeitig hat dieser Ansatz das Potential, zukĂŒnftig kollaborative Visualisierung in der Cloud zu ermöglichen

    Computational Optimizations for Machine Learning

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    The present book contains the 10 articles finally accepted for publication in the Special Issue “Computational Optimizations for Machine Learning” of the MDPI journal Mathematics, which cover a wide range of topics connected to the theory and applications of machine learning, neural networks and artificial intelligence. These topics include, among others, various types of machine learning classes, such as supervised, unsupervised and reinforcement learning, deep neural networks, convolutional neural networks, GANs, decision trees, linear regression, SVM, K-means clustering, Q-learning, temporal difference, deep adversarial networks and more. It is hoped that the book will be interesting and useful to those developing mathematical algorithms and applications in the domain of artificial intelligence and machine learning as well as for those having the appropriate mathematical background and willing to become familiar with recent advances of machine learning computational optimization mathematics, which has nowadays permeated into almost all sectors of human life and activity

    A graphics processing unit based method for dynamic real-time global illumination

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    Real-time realistic image synthesis for virtual environments has been one of the most actively researched areas in computer graphics for over a decade. Images that display physically correct illumination of an environment can be simulated by evaluating a multi-dimensional integral equation, called the rendering equation, over the surfaces of the environment. Many global illumination algorithms such as pathtracing, photon mapping and distributed ray-tracing can produce realistic images but are generally unable to cope with dynamic lighting and objects at interactive rates. It still remains one of most challenging problems to simulate physically correctly illuminated dynamic environments without a substantial preprocessing step. In this thesis we present a rendering system for dynamic environments by implementing a customized rasterizer for global illumination entirely on the graphics hardware, the Graphical Processing Unit. Our research focuses on a parameterization of discrete visibility field for efficient indirect illumination computation. In order to generate the visibility field, we propose a CUDA-based (Compute Unified Device Architecture) rasterizer which builds Layered Hit Buffers (LHB) by rasterizing polygons into multi-layered structural buffers in parallel. The LHB provides a fast visibility function for any direction at any point. We propose a cone approximation solution to resolve an aliasing problem due to limited directional discretization. We also demonstrate how to remove structure noises by adapting an interleaved sampling scheme and discontinuity buffer. We show that a gathering method amortized with a multi-level Quasi Mont Carlo method can evaluate the rendering equation in real-time. The method can realize real-time walk-through of a complex virtual environment that has a mixture of diffuse and glossy reflection, computing multiple indirect bounces on the fly. We show that our method is capable of simulating fully dynamic environments including changes of view, materials, lighting and objects at interactive rates on commodity level graphics hardware

    Hardware-accelerated algorithms in visual computing

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    This thesis presents new parallel algorithms which accelerate computer vision methods by the use of graphics processors (GPUs) and evaluates them with respect to their speed, scalability, and the quality of their results. It covers the fields of homogeneous and anisotropic diffusion processes, diffusion image inpainting, optic flow, and halftoning. In this turn, it compares different solvers for homogeneous diffusion and presents a novel \u27extended\u27 box filter. Moreover, it suggests to use the fast explicit diffusion scheme (FED) as an efficient and flexible solver for nonlinear and in particular for anisotropic parabolic diffusion problems on graphics hardware. For elliptic diffusion-like processes, it recommends to use cascadic FED or Fast Jacobi schemes. The presented optic flow algorithm represents one of the fastest yet very accurate techniques. Finally, it presents a novel halftoning scheme which yields state-of-the-art results for many applications in image processing and computer graphics.Diese Arbeit prĂ€sentiert neue parallele Algorithmen zur Beschleunigung von Methoden in der Bildinformatik mittels Grafikprozessoren (GPUs), und evaluiert diese im Hinblick auf Geschwindigkeit, Skalierungsverhalten, und QualitĂ€t der Resultate. Sie behandelt dabei die Gebiete der homogenen und anisotropen Diffusionsprozesse, Inpainting (BildvervollstĂ€ndigung) mittels Diffusion, die Bestimmung des optischen Flusses, sowie Halbtonverfahren. Dabei werden verschiedene Löser fĂŒr homogene Diffusion verglichen und ein neuer \u27erweiterter\u27 Mittelwertfilter prĂ€sentiert. Ferner wird vorgeschlagen, das schnelle explizite Diffusionsschema (FED) als effizienten und flexiblen Löser fĂŒr parabolische nichtlineare und speziell anisotrope Diffusionsprozesse auf Grafikprozessoren einzusetzen. FĂŒr elliptische diffusionsartige Prozesse wird hingegen empfohlen, kaskadierte FED- oder schnelle Jacobi-Verfahren einzusetzen. Der vorgestellte Algorithmus zur Berechnung des optischen Flusses stellt eines der schnellsten und dennoch Ă€ußerst genauen Verfahren dar. Schließlich wird ein neues Halbtonverfahren prĂ€sentiert, das in vielen Bereichen der Bildverarbeitung und Computergrafik Ergebnisse produziert, die den Stand der Technik reprĂ€sentieren
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