259 research outputs found
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Fast Re-Rendering of Volume and Surface Graphics by Depth, Color, and Opacity Buffering
A method for quickly re-rendering volume data consisting of several distinct materials and intermixed with moving geometry is presented. The technique works by storing depth, color and opacity information, to a given approximation, which facilitates accelerated rendering of fixed views at moderate storage overhead without re-scanning the entire volume. Storage information in the ray direction (what we have called super-z depth buffering), allows rapid transparency and color changes of materials, position changes of sub-objects, dealing explicitly with regions of overlap, and the intermixing or separately rendered geometry. The rendering quality can be traded-off against the relative storage cost and we present an empirical analysis of output error together with typical figures for its storage complexity. The method has been applied to the visualization of medical image data for surgical planning and guidance, and presented results include typical clinical data. We discuss the implications of our method for haptic (or tactile) rendering systems, such as for surgical simulation, and present preliminary results of rendering polygonal objects in the volume rendered scene.Engineering and Applied Science
Scalable Interactive Volume Rendering Using Off-the-shelf Components
This paper describes an application of a second generation implementation of the Sepia architecture (Sepia-2) to interactive volu-metric visualization of large rectilinear scalar fields. By employingpipelined associative blending operators in a sort-last configuration a demonstration system with 8 rendering computers sustains 24 to 28 frames per second while interactively rendering large data volumes (1024x256x256 voxels, and 512x512x512 voxels). We believe interactive performance at these frame rates and data sizes is unprecedented. We also believe these results can be extended to other types of structured and unstructured grids and a variety of GL rendering techniques including surface rendering and shadow map-ping. We show how to extend our single-stage crossbar demonstration system to multi-stage networks in order to support much larger data sizes and higher image resolutions. This requires solving a dynamic mapping problem for a class of blending operators that includes Porter-Duff compositing operators
A Characterization Of Low Cost Simulator Image Generation Systems
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
MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures
Neural Radiance Fields (NeRFs) have demonstrated amazing ability to
synthesize images of 3D scenes from novel views. However, they rely upon
specialized volumetric rendering algorithms based on ray marching that are
mismatched to the capabilities of widely deployed graphics hardware. This paper
introduces a new NeRF representation based on textured polygons that can
synthesize novel images efficiently with standard rendering pipelines. The NeRF
is represented as a set of polygons with textures representing binary opacities
and feature vectors. Traditional rendering of the polygons with a z-buffer
yields an image with features at every pixel, which are interpreted by a small,
view-dependent MLP running in a fragment shader to produce a final pixel color.
This approach enables NeRFs to be rendered with the traditional polygon
rasterization pipeline, which provides massive pixel-level parallelism,
achieving interactive frame rates on a wide range of compute platforms,
including mobile phones.Comment: CVPR 2023. Project page: https://mobile-nerf.github.io, code:
https://github.com/google-research/jax3d/tree/main/jax3d/projects/mobilener
The Comparison of three 3D graphics raster processors and the design of another
There are a number of 3D graphics accelerator architectures on the market today. One of the largest issues concerning the design of a 3D accelerator is that of affordability for the home user while still delivering good performance. Three such architectures were analyzed: the Heresy architecture defined by Chiueh [2], the Talisman architecture defined by Torborg [7], and the Tayra architecture\u27s specification by White [9]. Portions of these three architectures were used to create a new architecture taking advantage of as many of their features as possible. The advantage of chunking will be analyzed, along with the advantages of a single cycle z-buffering algorithm. It was found that Fast Phong Shading is not suitable for implementation in this pipeline, and that the clipping algorithm should be eliminated in favor of a scissoring algorithm
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Opacity Light Fields: Interactive Rendering of Surface Light Fields with View-Dependent Opacity
We present new hardware-accelerated techniques for rendering surface light fields with opacity hulls that allow for interactive visualization of objects that have complex reflectance properties and elaborate geometrical details. The opacity hull is a shape enclosing the object with view-dependent opacity parameterized onto that shape. We call the combination of opacity hulls and surface light fields the opacity light field. Opacity light fields are ideally suited for rendering of the visually complex objects and scenes obtained with 3D photography. We show how to implement opacity light fields in the framework of three surface light field rendering methods: view-dependent texture mapping, unstructured lumigraph rendering, and light field mapping. The modified algorithms can be effectively supported on modern graphics hardware. Our results show that all three implementations are able to achieve interactive or real-time frame rates.Engineering and Applied Science
Efficient Hybrid Image Warping for High Frame-Rate Stereoscopic Rendering
Modern virtual reality simulations require a constant high-frame rate from the rendering engine. They may also require very low latency and stereo images. Previous rendering engines for virtual reality applications have exploited spatial and temporal coherence by using image-warping to re-use previous frames or to render a stereo pair at lower cost than running the full render pipeline twice. However these previous approaches have shown artifacts or have not scaled well with image size. We present a new image-warping algorithm that has several novel contributions: an adaptive grid generation algorithm for proxy geometry for image warping; a low-pass hole-filling algorithm to address un-occlusion; and support for transparent surfaces by efficiently ray casting transparent fragments stored in per-pixel linked lists of an A-Buffer. We evaluate our algorithm with a variety of challenging test cases. The results show that it achieves better quality image-warping than state-of-the-art techniques and that it can support transparent surfaces effectively. Finally, we show that our algorithm can achieve image warping at rates suitable for practical use in a variety of applications on modern virtual reality equipment
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