1,186 research outputs found

    Cached Geometry Manager for View-dependent LOD Rendering

    Full text link
    The new generation of commodity graphics cards with significant on-board video memory has become widely popular and provides high-performance rendering and flexibility. One of the features to be exploited with this hardware is the use of the on-board video memory to store geometry information. This strategy significantly reduces the data transfer overhead from sending geometry data over the (AGP) bus interface from main memory to the graphics card. However, taking advantage of cached geometry is not a trivial task because the data models often exceed the memory size of the graphics card. In this paper we present a dynamic Cached Geometry Manager (CGM) to address this issue. We show how this technique improves the performance of real-time view-dependent level-of-detail (LOD) selection and rendering algorithms of large data sets. Alternative caching approaches have been analyzed over two different view-dependent progressive mesh (VDPM) frameworks: one for rendering of arbitrary manifold 3D meshes, and one for terrain visualization

    Survey of semi-regular multiresolution models for interactive terrain rendering

    Get PDF
    Rendering high quality digital terrains at interactive rates requires carefully crafted algorithms and data structures able to balance the competing requirements of realism and frame rates, while taking into account the memory and speed limitations of the underlying graphics platform. In this survey, we analyze multiresolution approaches that exploit a certain semi-regularity of the data. These approaches have produced some of the most efficient systems to date. After providing a short background and motivation for the methods, we focus on illustrating models based on tiled blocks and nested regular grids, quadtrees and triangle bin-trees triangulations, as well as cluster-based approaches. We then discuss LOD error metrics and system-level data management aspects of interactive terrain visualization, including dynamic scene management, out-of-core data organization and compression, as well as numerical accurac

    Interactive inspection of complex multi-object industrial assemblies

    Get PDF
    The final publication is available at Springer via http://dx.doi.org/10.1016/j.cad.2016.06.005The use of virtual prototypes and digital models containing thousands of individual objects is commonplace in complex industrial applications like the cooperative design of huge ships. Designers are interested in selecting and editing specific sets of objects during the interactive inspection sessions. This is however not supported by standard visualization systems for huge models. In this paper we discuss in detail the concept of rendering front in multiresolution trees, their properties and the algorithms that construct the hierarchy and efficiently render it, applied to very complex CAD models, so that the model structure and the identities of objects are preserved. We also propose an algorithm for the interactive inspection of huge models which uses a rendering budget and supports selection of individual objects and sets of objects, displacement of the selected objects and real-time collision detection during these displacements. Our solution–based on the analysis of several existing view-dependent visualization schemes–uses a Hybrid Multiresolution Tree that mixes layers of exact geometry, simplified models and impostors, together with a time-critical, view-dependent algorithm and a Constrained Front. The algorithm has been successfully tested in real industrial environments; the models involved are presented and discussed in the paper.Peer ReviewedPostprint (author's final draft

    OpenFab: A programmable pipeline for multimaterial fabrication

    Get PDF
    Figure 1: Three rhinos, defined and printed using OpenFab. For each print, the same geometry was paired with a different fablet—a shaderlike program which procedurally defines surface detail and material composition throughout the object volume. This produces three unique prints by using displacements, texture mapping, and continuous volumetric material variation as a function of distance from the surface. 3D printing hardware is rapidly scaling up to output continuous mixtures of multiple materials at increasing resolution over ever larger print volumes. This poses an enormous computational challenge: large high-resolution prints comprise trillions of voxels and petabytes of data and simply modeling and describing the input with spatially varying material mixtures at this scale is challenging. Existing 3D printing software is insufficient; in particular, most software is designed to support only a few million primitives, with discrete material choices per object. We present OpenFab, a programmable pipeline for synthesis of multi-material 3D printed objects that is inspired by RenderMan and modern GPU pipelines. The pipeline supports procedural evaluation of geometric detail and material composition, using shader-like fablets, allowing models to be specified easily and efficiently. We describe a streaming architecture for OpenFab; only a small fraction of the final volume is stored in memory and output is fed to the printer with little startup delay. We demonstrate it on a variety of multi-material objects

    Methods for Automated Creation and Efficient Visualisation of Large-Scale Terrains based on Real Height-Map Data

    Get PDF
    Real-time rendering of large-scale terrains is a difficult problem and remains an active field of research. The massive scale of these landscapes, where the ratio between the size of the terrain and its resolution is spanning multiple orders of magnitude, requires an efficient level of detail strategy. It is crucial that the geometry, as well as the terrain data, are represented seamlessly at varying distances while maintaining a constant visual quality. This thesis investigates common techniques and previous solutions to problems associated with the rendering of height field terrains and discusses their benefits and drawbacks. Subsequently, two solutions to the stated problems are presented, which build and expand upon the state-of-the-art rendering methods. A seamless and efficient mesh representation is achieved by the novel Uniform Distance-Dependent Level of Detail (UDLOD) triangulation method. This fully GPU-based algorithm subdivides a quadtree covering the terrain into small tiles, which can be culled in parallel, and are morphed seamlessly in the vertex shader, resulting in a densely and temporally consistent triangulated mesh. The proposed Chunked Clipmap combines the strengths of both quadtrees and clipmaps to enable efficient out-of-core paging of terrain data. This data structure allows for constant time view-dependent access, graceful degradation if data is unavailable, and supports trilinear and anisotropic filtering. Together these, otherwise independent, techniques enable the rendering of large-scale real-world terrains, which is demonstrated on a dataset encompassing the entire Free State of Saxony at a resolution of one meter, in real-time

    Supercomputing visualization made simple

    Get PDF
    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2008.Includes bibliographical references (p. [39]-[40]).In this thesis, we propose a solution for remote visualization for supercomputers. Our solution consists of two tools that help users visualize data from high performance computers. The first one takes advantage of the Web and AJAX technology [25], is simple, light weight and does not require any pre-installation which can be a perfect tool for demonstration supercomputing data. The second tool, a 3D Viewer on MATLAB Star-P [8], is to utilize more resources in the user's workstation to achieve better quality visualization and more flexibility in data navigation and analysis. Both solutions strive to create a simple and user-friendly framework that supports researchers' goals to create, analyze, test and debug numerical algorithms in supercomputing world.by Huy Nguyen.S.M

    A HYBRID APPROACH FOR HIGH QUALITY REAL-TIME TERRAIN RENDERING AND OPTIMIZED A-PRIORI ERROR ESTIMATION

    Get PDF
    Abstract: This paper describes a hybrid approach for high-quality real-time terrain rendering which combines the advantages of fine-grain triangle-based CPU and GPU-optimized patch-based algorithms with regard to terrain adaptation and CPU-GPU transfer workload. In more detail, our scheme selectively refines a cluster over a regular domain at the granularity of individual triangles to generate highly-adaptive view-dependent geometry. In contrast to pregenerated patches, a substantial reduction of the number of primitives is achieved. To reduce the CPU-GPU workload inherent in triangle-based algorithms, we exploit frame-to-frame coherences by caching refined geometry on local VRAM in combination with an optimized error evaluation. Finally, a significant increase in the performance is reported. Additionally, our work proposes a per-vertex preprocessing scheme for necessary error-bounds calculation that massively exploits current multi-core architectures. This scheme is based on the widely applied longestedge-bisection approach. Compared to current computationally expensive, recursive procedures utilizing the aforementioned subdivision scheme, a performance gain of several orders of magnitude is reported

    Interactive global illumination on the CPU

    Get PDF
    Computing realistic physically-based global illumination in real-time remains one of the major goals in the fields of rendering and visualisation; one that has not yet been achieved due to its inherent computational complexity. This thesis focuses on CPU-based interactive global illumination approaches with an aim to develop generalisable hardware-agnostic algorithms. Interactive ray tracing is reliant on spatial and cache coherency to achieve interactive rates which conflicts with needs of global illumination solutions which require a large number of incoherent secondary rays to be computed. Methods that reduce the total number of rays that need to be processed, such as Selective rendering, were investigated to determine how best they can be utilised. The impact that selective rendering has on interactive ray tracing was analysed and quantified and two novel global illumination algorithms were developed, with the structured methodology used presented as a framework. Adaptive Inter- leaved Sampling, is a generalisable approach that combines interleaved sampling with an adaptive approach, which uses efficient component-specific adaptive guidance methods to drive the computation. Results of up to 11 frames per second were demonstrated for multiple components including participating media. Temporal Instant Caching, is a caching scheme for accelerating the computation of diffuse interreflections to interactive rates. This approach achieved frame rates exceeding 9 frames per second for the majority of scenes. Validation of the results for both approaches showed little perceptual difference when comparing against a gold-standard path-traced image. Further research into caching led to the development of a new wait-free data access control mechanism for sharing the irradiance cache among multiple rendering threads on a shared memory parallel system. By not serialising accesses to the shared data structure the irradiance values were shared among all the threads without any overhead or contention, when reading and writing simultaneously. This new approach achieved efficiencies between 77% and 92% for 8 threads when calculating static images and animations. This work demonstrates that, due to the flexibility of the CPU, CPU-based algorithms remain a valid and competitive choice for achieving global illumination interactively, and an alternative to the generally brute-force GPU-centric algorithms

    Durability of Wireless Charging Systems Embedded Into Concrete Pavements for Electric Vehicles

    Get PDF
    Point clouds are widely used in various applications such as 3D modeling, geospatial analysis, robotics, and more. One of the key advantages of 3D point cloud data is that, unlike other data formats like texture, it is independent of viewing angle, surface type, and parameterization. Since each point in the point cloud is independent of the other, it makes it the most suitable source of data for tasks like object recognition, scene segmentation, and reconstruction. Point clouds are complex and verbose due to the numerous attributes they contain, many of which may not be always necessary for rendering, making retrieving and parsing a heavy task. As Sensors are becoming more precise and popular, effectively streaming, processing, and rendering the data is also becoming more challenging. In a hierarchical continuous LOD system, the previously fetched and rendered data for a region may become unavailable when revisiting it. To address this, we use a non-persistence cache using hash-map which stores the parsed point attributes, which still has some limitations, such as the dataset needing to be refetched and reprocessed if the tab or browser is closed and reopened which can be addressed by persistence caching. On the web, popularly persistence caching involves storing data in server memory, or an intermediate caching server like Redis. This is not suitable for point cloud data where we have to store parsed and processed large point data making point cloud visualization rely only on non-persistence caching. The thesis aims to contribute toward better performance and suitability of point cloud rendering on the web reducing the number of read requests to the remote file to access data.We achieve this with the application of client-side-based LRU Cache and Private File Open Space as a combination of both persistence and non-persistence caching of data. We use a cloud-optimized data format, which is better suited for web and streaming hierarchical data structures. Our focus is to improve rendering performance using WebGPU by reducing access time and minimizing the amount of data loaded in GPU. Preliminary results indicate that our approach significantly improves rendering performance and reduce network request when compared to traditional caching methods using WebGPU

    A Framework for Dynamic Terrain with Application in Off-road Ground Vehicle Simulations

    Get PDF
    The dissertation develops a framework for the visualization of dynamic terrains for use in interactive real-time 3D systems. Terrain visualization techniques may be classified as either static or dynamic. Static terrain solutions simulate rigid surface types exclusively; whereas dynamic solutions can also represent non-rigid surfaces. Systems that employ a static terrain approach lack realism due to their rigid nature. Disregarding the accurate representation of terrain surface interaction is rationalized because of the inherent difficulties associated with providing runtime dynamism. Nonetheless, dynamic terrain systems are a more correct solution because they allow the terrain database to be modified at run-time for the purpose of deforming the surface. Many established techniques in terrain visualization rely on invalid assumptions and weak computational models that hinder the use of dynamic terrain. Moreover, many existing techniques do not exploit the capabilities offered by current computer hardware. In this research, we present a component framework for terrain visualization that is useful in research, entertainment, and simulation systems. In addition, we present a novel method for deforming the terrain that can be used in real-time, interactive systems. The development of a component framework unifies disparate works under a single architecture. The high-level nature of the framework makes it flexible and adaptable for developing a variety of systems, independent of the static or dynamic nature of the solution. Currently, there are only a handful of documented deformation techniques and, in particular, none make explicit use of graphics hardware. The approach developed by this research offloads extra work to the graphics processing unit; in an effort to alleviate the overhead associated with deforming the terrain. Off-road ground vehicle simulation is used as an application domain to demonstrate the practical nature of the framework and the deformation technique. In order to realistically simulate terrain surface interactivity with the vehicle, the solution balances visual fidelity and speed. Accurately depicting terrain surface interactivity in off-road ground vehicle simulations improves visual realism; thereby, increasing the significance and worth of the application. Systems in academia, government, and commercial institutes can make use of the research findings to achieve the real-time display of interactive terrain surfaces
    • 

    corecore