139 research outputs found

    Efficient algorithms for occlusion culling and shadows

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    The goal of this research is to develop more efficient techniques for computing the visibility and shadows in real-time rendering of three-dimensional scenes. Visibility algorithms determine what is visible from a camera, whereas shadow algorithms solve the same problem from the viewpoint of a light source. In rendering, a lot of computational resources are often spent on primitives that are not visible in the final image. One visibility algorithm for reducing the overhead is occlusion culling, which quickly discards the objects or primitives that are obstructed from the view by other primitives. A new method is presented for performing occlusion culling using silhouettes of meshes instead of triangles. Additionally, modifications are suggested to occlusion queries in order to reduce their computational overhead. The performance of currently available graphics hardware depends on the ordering of input primitives. A new technique, called delay streams, is proposed as a generic solution to order-dependent problems. The technique significantly reduces the pixel processing requirements by improving the efficiency of occlusion culling inside graphics hardware. Additionally, the memory requirements of order-independent transparency algorithms are reduced. A shadow map is a discretized representation of the scene geometry as seen by a light source. Typically the discretization causes difficult aliasing issues, such as jagged shadow boundaries and incorrect self-shadowing. A novel solution is presented for suppressing all types of aliasing artifacts by providing the correct sampling points for shadow maps, thus fully abandoning the previously used regular structures. Also, a simple technique is introduced for limiting the shadow map lookups to the pixels that get projected inside the shadow map. The fillrate problem of hardware-accelerated shadow volumes is greatly reduced with a new hierarchical rendering technique. The algorithm performs per-pixel shadow computations only at visible shadow boundaries, and uses lower resolution shadows for the parts of the screen that are guaranteed to be either fully lit or fully in shadow. The proposed techniques are expected to improve the rendering performance in most real-time applications that use 3D graphics, especially in computer games. More efficient algorithms for occlusion culling and shadows are important steps towards larger, more realistic virtual environments.reviewe

    Optimization techniques for computationally expensive rendering algorithms

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    Realistic rendering in computer graphics simulates the interactions of light and surfaces. While many accurate models for surface reflection and lighting, including solid surfaces and participating media have been described; most of them rely on intensive computation. Common practices such as adding constraints and assumptions can increase performance. However, they may compromise the quality of the resulting images or the variety of phenomena that can be accurately represented. In this thesis, we will focus on rendering methods that require high amounts of computational resources. Our intention is to consider several conceptually different approaches capable of reducing these requirements with only limited implications in the quality of the results. The first part of this work will study rendering of time-­¿varying participating media. Examples of this type of matter are smoke, optically thick gases and any material that, unlike the vacuum, scatters and absorbs the light that travels through it. We will focus on a subset of algorithms that approximate realistic illumination using images of real world scenes. Starting from the traditional ray marching algorithm, we will suggest and implement different optimizations that will allow performing the computation at interactive frame rates. This thesis will also analyze two different aspects of the generation of anti-­¿aliased images. One targeted to the rendering of screen-­¿space anti-­¿aliased images and the reduction of the artifacts generated in rasterized lines and edges. We expect to describe an implementation that, working as a post process, it is efficient enough to be added to existing rendering pipelines with reduced performance impact. A third method will take advantage of the limitations of the human visual system (HVS) to reduce the resources required to render temporally antialiased images. While film and digital cameras naturally produce motion blur, rendering pipelines need to explicitly simulate it. This process is known to be one of the most important burdens for every rendering pipeline. Motivated by this, we plan to run a series of psychophysical experiments targeted at identifying groups of motion-­¿blurred images that are perceptually equivalent. A possible outcome is the proposal of criteria that may lead to reductions of the rendering budgets

    Adaptive Supersampling in Object Space Using Pyramidal Rays

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    Soft Textured Shadow Volume

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    International audienceEfficiently computing robust soft shadows is a challenging and time consuming task. On the one hand, the quality of image-based shadows is inherently limited by the discrete property of their framework. On the other hand, object-based algorithms do not exhibit such discretization issues but they can only efficiently deal with triangles having a constant transmittance factor. This paper addresses this limitation. We propose a general algorithm for the computation of robust and accurate soft shadows for triangles with a spatially varying transmittance. We then show how this technique can be efficiently included into object-based soft shadow algorithms. This results in unified object-based frameworks for computing robust direct shadows for both standard and perforated triangles in fully animated scenes

    Predicted Virtual Soft Shadow Maps with High Quality Filtering

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    International audienceIn this paper we present a novel image based algorithm to render visually plausible anti-aliased soft shadows in a robust and efïŹcient manner. To achieve both high visual quality and high performance, it employs an accurate shadow map ïŹltering method which guarantees smooth penumbrae and high quality anisotropic anti-aliasing of the sharp transitions. Unlike approaches based on pre-ïŹltering approximations, our approach does not suffer from light bleeding or losing contact shadows. Discretization artefacts are avoided by creating virtual shadow maps on the ïŹ‚y according to a novel shadow map resolution prediction model. This model takes into account the screen space frequency of the penumbrae via a perceptual metric which has been directly established from an appropriate user study. Consequently, our algorithm always generates shadow maps with minimal resolutions enabling high performance while guarantying high quality. Thanks to this perceptual model, our algorithm can sometimes be faster at rendering soft shadows than hard shadows. It can render game-like scenes at very high frame rates, and extremely large and complex scenes such as CAD models at interactive rates. In addition, our algorithm is highly scalable, and the quality versus performance trade-off can be easily tweaked

    Analytical motion blurred shadows

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    A rendering framework supporting analytical visibility is extended with shadow mapping. Shadow maps containing analytical visibility data are used, leading to cases where both the projections to the shadow map and the depth tests can be time-dependent. For receivers that are static with respect to the camera, the depth tests are solved analytically over time. For dynamic receivers, point sampling is used. Problems arising from time-dependence, limited precision and necessary simplifications are investigated, and potential solutions are discussed.En rastrerare med stöd för analytisk rörelseoskÀrpa integreras med shadow mapping. Shadow maps med analytisk synlighetsinformation anvÀnds för detta, vilket leder till situationer dÀr bÄde projiceringarna till shadow map:en och djupjÀmförelserna kan vara tidsberoende. DjupjÀmförelserna utförs analytiskt över tiden för mottagare som Àr statiska i förhÄllande till kameran. För dynamiska mottagare anvÀnds point sampling istÀllet. Problem som uppstÄr pÄ grund av tidsberoende, begrÀnsad precision och nödvÀndiga förenklingar undersöks, och potentiella lösningar diskuteras

    Filtering Techniques for Low-Noise Previews of Interactive Stochastic Ray Tracing

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    Progressive stochastic ray tracing is increasingly used in interactive applications. Examples of such applications are interactive design reviews and digital content creation. This dissertation aims at advancing this development. For one thing, two filtering techniques are presented, which can generate fast and reliable previews of global illumination solutions. For another thing, a system architecture is presented, which supports exchangeable rendering back-ends in distributed rendering systems

    Feature-Based Textures

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    This paper introduces feature-based textures, a new image representation that combines features and texture samples for high-quality texture mapping. Features identify boundaries within a texture where samples change discontinuously. They can be extracted from vector graphics representations, or explicity added to raster images to improve sharpness. Texture lookups are then interpolated from samples while respecting these boundaries. We present results from a software implementation of this technique demonstrating quality, efficiency and low memory overhead

    Efficient shadow algorithms on graphics hardware

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    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, February 2005.Includes bibliographical references (p. 85-92).Shadows are important to computer graphics because they add realism and help the viewer identify spatial relationships. Shadows are also useful story-telling devices. For instance, artists carefully choose the shape, softness, and placement of shadows to establish mood or character. Many shadow generation techniques developed over the years have been used successfully in offline movie production. It is still challenging, however, to compute high-quality shadows in real-time for dynamic scenes. This thesis presents two efficient shadow algorithms. Although these algorithms are designed to run in real-time on graphics hardware, they are also well-suited to offline rendering systems. First, we describe a hybrid algorithm for rendering hard shadows accurately and efficiently. Our method combines the strengths of two existing techniques, shadow maps and shadow volumes. We first use a shadow map to identify the pixels in the image that lie near shadow discontinuities. Then, we perform the shadow-volume computation only at these pixels to ensure accurate shadow edges. This approach simultaneously avoids the edge aliasing artifacts of standard shadow maps and avoids the high fillrate consumption of standard shadow volumes. The algorithm relies on a hardware mechanism that we call a computation mask for rapidly rejecting non-silhouette pixels during rasterization. Second, we present a method for the real-time rendering of soft shadows. Our approach builds on the shadow map algorithm by attaching geometric primitives that we call smoothies to the objects' silhouettes. The smoothies give rise to fake shadows that appear qualitatively like soft shadows, without the cost of densely sampling an area light source.(cont.) In particular, the softness of the shadow edges depends on the ratio of distances between the light source, the blockers, and the receivers. The soft shadow edges hide objectionable aliasing artifacts that are noticeable with ordinary shadow maps. Our algorithm computes shadows efficiently in image space and maps well to programmable graphics hardware.by Eric Chan.S.M
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