194 research outputs found

    Parallel Mesh Processing

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    Die aktuelle Forschung im Bereich der Computergrafik versucht den zunehmenden Ansprüchen der Anwender gerecht zu werden und erzeugt immer realistischer wirkende Bilder. Dementsprechend werden die Szenen und Verfahren, die zur Darstellung der Bilder genutzt werden, immer komplexer. So eine Entwicklung ist unweigerlich mit der Steigerung der erforderlichen Rechenleistung verbunden, da die Modelle, aus denen eine Szene besteht, aus Milliarden von Polygonen bestehen können und in Echtzeit dargestellt werden müssen. Die realistische Bilddarstellung ruht auf drei Säulen: Modelle, Materialien und Beleuchtung. Heutzutage gibt es einige Verfahren für effiziente und realistische Approximation der globalen Beleuchtung. Genauso existieren Algorithmen zur Erstellung von realistischen Materialien. Es gibt zwar auch Verfahren für das Rendering von Modellen in Echtzeit, diese funktionieren aber meist nur für Szenen mittlerer Komplexität und scheitern bei sehr komplexen Szenen. Die Modelle bilden die Grundlage einer Szene; deren Optimierung hat unmittelbare Auswirkungen auf die Effizienz der Verfahren zur Materialdarstellung und Beleuchtung, so dass erst eine optimierte Modellrepräsentation eine Echtzeitdarstellung ermöglicht. Viele der in der Computergrafik verwendeten Modelle werden mit Hilfe der Dreiecksnetze repräsentiert. Das darin enthaltende Datenvolumen ist enorm, um letztlich den Detailreichtum der jeweiligen Objekte darstellen bzw. den wachsenden Realitätsanspruch bewältigen zu können. Das Rendern von komplexen, aus Millionen von Dreiecken bestehenden Modellen stellt selbst für moderne Grafikkarten eine große Herausforderung dar. Daher ist es insbesondere für die Echtzeitsimulationen notwendig, effiziente Algorithmen zu entwickeln. Solche Algorithmen sollten einerseits Visibility Culling1, Level-of-Detail, (LOD), Out-of-Core Speicherverwaltung und Kompression unterstützen. Anderseits sollte diese Optimierung sehr effizient arbeiten, um das Rendering nicht noch zusätzlich zu behindern. Dies erfordert die Entwicklung paralleler Verfahren, die in der Lage sind, die enorme Datenflut effizient zu verarbeiten. Der Kernbeitrag dieser Arbeit sind neuartige Algorithmen und Datenstrukturen, die speziell für eine effiziente parallele Datenverarbeitung entwickelt wurden und in der Lage sind sehr komplexe Modelle und Szenen in Echtzeit darzustellen, sowie zu modellieren. Diese Algorithmen arbeiten in zwei Phasen: Zunächst wird in einer Offline-Phase die Datenstruktur erzeugt und für parallele Verarbeitung optimiert. Die optimierte Datenstruktur wird dann in der zweiten Phase für das Echtzeitrendering verwendet. Ein weiterer Beitrag dieser Arbeit ist ein Algorithmus, welcher in der Lage ist, einen sehr realistisch wirkenden Planeten prozedural zu generieren und in Echtzeit zu rendern

    Anisotropic noise

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    Programmable graphics hardware makes it possible to generate procedural noise textures on the fly for interactive rendering. However, filtering and antialiasing procedural noise involves a tradeoff between aliasing artifacts and loss of detail. In this paper we present a technique, targeted at interactive applications, that provides high-quality anisotropic filtering for noise textures. We generate noise tiles directly in the frequency domain by partitioning the frequency domain into oriented subbands. We then compute weighted sums of the subband textures to accurately approximate noise with a desired spectrum. This allows us to achieve high-quality anisotropic filtering. Our approach is based solely on 2D textures, avoiding the memory overhead of techniques based on 3D noise tiles. We devise a technique to compensate for texture distortions to generate uniform noise on arbitrary meshes. We develop a GPU-based implementation of our technique that achieves similar rendering performance as state-of-the-art algorithms for procedural noise. In addition, it provides anisotropic filtering and achieves superior image quality.National Science Foundation (U.S.) (CAREER Award 0447561)Microsoft Research (New Faculty Fellowship)Alfred P. Sloan Foundation (Fellowship

    Procedural Generation and Rendering of Realistic, Navigable Forest Environments: An Open-Source Tool

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    Simulation of forest environments has applications from entertainment and art creation to commercial and scientific modelling. Due to the unique features and lighting in forests, a forest-specific simulator is desirable, however many current forest simulators are proprietary or highly tailored to a particular application. Here we review several areas of procedural generation and rendering specific to forest generation, and utilise this to create a generalised, open-source tool for generating and rendering interactive, realistic forest scenes. The system uses specialised L-systems to generate trees which are distributed using an ecosystem simulation algorithm. The resulting scene is rendered using a deferred rendering pipeline, a Blinn-Phong lighting model with real-time leaf transparency and post-processing lighting effects. The result is a system that achieves a balance between high natural realism and visual appeal, suitable for tasks including training computer vision algorithms for autonomous robots and visual media generation.Comment: 14 pages, 11 figures. Submitted to Computer Graphics Forum (CGF). The application and supporting configuration files can be found at https://github.com/callumnewlands/ForestGenerato

    Distributed texture-based terrain synthesis

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    Terrain synthesis is an important field of Computer Graphics that deals with the generation of 3D landscape models for use in virtual environments. The field has evolved to a stage where large and even infinite landscapes can be generated in realtime. However, user control of the generation process is still minimal, as well as the creation of virtual landscapes that mimic real terrain. This thesis investigates the use of texture synthesis techniques on real landscapes to improve realism and the use of sketch-based interfaces to enable intuitive user control

    Fractal Image Editing with PhotoFrac

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    In this paper, we describe the development and use of PhotoFrac, an application that allows artists and designers to turn digital images into fractal patterns interactively. Fractal equations are a rich source of procedural texture and detail, but controlling the patterns and incorporating traditional media has been difficult. Additionally, the iterative nature of fractal calculations makes implementation of interactive techniques on mobile devices and web apps challenging. We overcome these problems by using an image coordinate based orbit trapping technique that permits a user-selected image to be embedded into the fractal. Performance challenges are addressed by exploiting the processing power of graphic processing unit (GPU) and precomputing some intermediate results for use on mobile devices. This paper presents results and qualitative analyses of the tool by four artists (the authors) who used the PhotoFrac application to create new artworks from original digital images. The final results demonstrate a fusion of traditional media with algorithmic art

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

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    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

    Unlimited object instancing in real-time

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    In this paper, we propose a novel approach to efficient rendering of an unlimited number of 3D objects in real-time. We present a rendering pipeline that is based on a new computer graphics programming paradigm implementing a holistic approach to the virtual scene definition. Using Signed Distance Functions (SDF) for a virtual scene representation, we managed to control the content and complexity of the virtual scene with the use of mathematical equations. In order to solve the limited hardware problem, especially the limited capacity of the GPU memory, we propose a scene element repository which extends the idea of the data based amplification. The content of the repository strongly depends on a 3D object visualization method. One of the most important requirements of the developed pipeline is the possibility to render 3D objects created by artists. In order to achieve that, the object visualization method uses Sparse Voxel Octree (SVO) ray casting. The developed rendering pipeline is fully compatible with the available SVO algorithms. We show how to avoid occlusion errors which can occur in the SDF and SVO integration single-pass rendering pipeline. Finally, in order to control the content and complexity of the virtual scenes in an unlimited way, we propose a collection of global operators applicable to the virtual scene distance function. Developed Unlimited Object Instancing rendering pipeline can be easily integrated with traditional visualization methods, e.g. the triangle rasterization. The only hardware requirement for our approach is the support for compute shaders or any GPGPU API

    Kosmos : a virtual 3-D universe

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    Kosmos is an application enabling interactive visualization of a fictional 3D universe. It offers users the opportunity to explore and experience an aesthetically pleasing virtual environment complete with billions of high-resolution planets and stars. Kosmos integrates several novel 3D rendering techniques in terrain rendering, large-scale particle systems, etc. to make this level of graphical realism and scale possible. The efficiency of the algorithms developed for this project enables average hardware (such as almost any modern laptop) to run Kosmos smoothly. Moreover, through the use of the recent WebGL standard, Kosmos may be viewed online in any modern web browser on any major operating system, with no large downloads or additional software installation necessary. Moreover, the author has released the full source code for Kosmos online for free under the BSD Open Source License

    A Survey of Procedural Techniques for City Generation

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    The computer game industry requires a skilled workforce and this combined with the complexity of modern games, means that production costs are extremely high. One of the most time consuming aspects is the creation of game geometry, the virtual world which the players inhabit. Procedural techniques have been used within computer graphics to create natural textures, simulate special effects and generate complex natural models including trees and waterfalls. It is these procedural techniques that we intend to harness to generate geometry and textures suitable for a game situated in an urban environment. Procedural techniques can provide many benefits for computer graphics applications when the correct algorithm is used. An overview of several commonly used procedural techniques including fractals, L-systems, Perlin noise, tiling systems and cellular basis is provided. The function of each technique and the resulting output they create are discussed to better understand their characteristics, benefits and relevance to the city generation problem. City generation is the creation of an urban area which necessitates the creation of buildings, situated along streets and arranged in appropriate patterns. Some research has already taken place into recreating road network patterns and generating buildings that can vary in function and architectural style. We will study the main body of existing research into procedural city generation and provide an overview of their implementations and a critique of their functionality and results. Finally we present areas in which further research into the generation of cities is required and outline our research goals for city generation
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