608 research outputs found

    Compression domain volume rendering for distributed environments

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    This paper describes a method for volume data compression and rendering which bases on wavelet splats. The underlying concept is especially designed for distributed and networked applications, where we assume a remote server to maintain large scale volume data sets, being inspected, browsed through and rendered interactively by a local client. Therefore, we encode the server‘s volume data using a newly designed wavelet based volume compression method. A local client can render the volumes immediately from the compression domain by using wavelet footprints, a method proposed earlier. In addition, our setup features full progression, where the rendered image is refined progressively as data comes in. Furthermore, framerate constraints are considered by controlling the quality of the image both locally and globally depending on the current network bandwidth or computational capabilities of the client. As a very important aspect of our setup, the client does not need to provide storage for the volume data and can be implemented in terms of a network application. The underlying framework enables to exploit all advantageous properties of the wavelet transform and forms a basis for both sophisticated lossy compression and rendering. Although coming along with simple illumination and constant exponential decay, the rendering method is especially suited for fast interactive inspection of large data sets and can be supported easily by graphics hardware

    Integrated volume rendering and data analysis in wavelet space

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    A Characterization Of Low Cost Simulator Image Generation Systems

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    Report identifies and briefly discusses the characteristics that should be considered in the evaluation, comparison, and selection of low cost computer image generation systems to be used for simulator applications

    Ray Tracing Gems

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    This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for: Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPU

    A progressive refinement approach for the visualisation of implicit surfaces

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    Visualising implicit surfaces with the ray casting method is a slow procedure. The design cycle of a new implicit surface is, therefore, fraught with long latency times as a user must wait for the surface to be rendered before being able to decide what changes should be introduced in the next iteration. In this paper, we present an attempt at reducing the design cycle of an implicit surface modeler by introducing a progressive refinement rendering approach to the visualisation of implicit surfaces. This progressive refinement renderer provides a quick previewing facility. It first displays a low quality estimate of what the final rendering is going to be and, as the computation progresses, increases the quality of this estimate at a steady rate. The progressive refinement algorithm is based on the adaptive subdivision of the viewing frustrum into smaller cells. An estimate for the variation of the implicit function inside each cell is obtained with an affine arithmetic range estimation technique. Overall, we show that our progressive refinement approach not only provides the user with visual feedback as the rendering advances but is also capable of completing the image faster than a conventional implicit surface rendering algorithm based on ray casting

    Digitally reconstructed wall radiographs

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    Master'sMASTER OF SCIENC

    Fotonien kartoitus reaaliajassa: Epäsuoran valaistuksen soveltamista dynaamisille ympäristöille reaaliajassa

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    The focus of this thesis is to provide better methods to simulate the behaviour of light in synthesis of photo-realistic images for real-time applications. Improvements introduced in this work are related to indirect component of the illumination, also known as global illumination, in which the contributed light has already been reflected from surface at least once. While there are a number of effective global illumination techniques based on precomputation that work well with static scenes, including global illumination for scenes with dynamic lighting and dynamic geometry remains a challenging problem. In this thesis, we describe a real-time global illumination algorithm based on photon mapping that evaluates several bounces of indirect lighting without any precomputed data in scenes with both dynamic lighting and fully dynamic geometry. To make photon mapping possible within the performance limitations of the real-time rendering, we utilize and expand on several optimization methods, such as reflective shadow maps, stratified sampling and Russian Roulette. Furthermore, we introduce an improved distribution kernel for the screen space irradiance estimation of the photon mapping. Finally, we present a new filtering solution for photon mapping.Opinnäytetyön painopisteenä on tarjota parempia menetelmiä valon käyttäytymisen simuloimiseksi reaaliaikaisten sovelluksien realistisessa kuvasynteesissä. Tässä työssä esitetyt parannukset liittyvät valaistuksen epäsuoraan komponenttiin, (tunnetaan myös globaalina valaistuksena), jossa valo on kulkenut ainakin yhden pintaheijastuksen kautta. On olemassa tehokkaita globaaleja valaistustekniikoita, jotka perustuvat ennakkotietoon. Nämä tekniikat toimivat hyvin staattisten ympäristöjen kanssa, mutta dynaamisen valaistusta ja geometriaa ympäristöt ovat edelleen haastava ongelma. Tässä opinnäytetyössä kuvataan reaaliaikainen globaali valaistusalgoritmi, joka perustuu fotonikartoitukseen ja jossa arvioidaan useita epäsuoran valaistuksen askelmia ilman ennalta laskettua. Jotta fotonikartoitus olisi mahdollista reaaliaikaisen renderoinnin suorituskyvyn määrittämissä rajoitteissa, käytämme useita optimointimenetelmiä, kuten heijastavia varjo-karttoja, kerrostettuja näytteitä ja venäläistä rulettia. Lisäksi esitämme parannetun distribuutiokernelin fotonikartoituksen säteilytysvoimakkuuden estimoinnille. Lopuksi esitämme uuden suodatusratkaisun fotonikartoitukseen

    Using Fuzzy Logic to Enhance Stereo Matching in Multiresolution Images

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    Stereo matching is an open problem in Computer Vision, for which local features are extracted to identify corresponding points in pairs of images. The results are heavily dependent on the initial steps. We apply image decomposition in multiresolution levels, for reducing the search space, computational time, and errors. We propose a solution to the problem of how deep (coarse) should the stereo measures start, trading between error minimization and time consumption, by starting stereo calculation at varying resolution levels, for each pixel, according to fuzzy decisions. Our heuristic enhances the overall execution time since it only employs deeper resolution levels when strictly necessary. It also reduces errors because it measures similarity between windows with enough details. We also compare our algorithm with a very fast multi-resolution approach, and one based on fuzzy logic. Our algorithm performs faster and/or better than all those approaches, becoming, thus, a good candidate for robotic vision applications. We also discuss the system architecture that efficiently implements our solution

    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
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