33 research outputs found

    GPU-Based Tiled Ray Casting Using Depth Peeling

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    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

    A Data-Virtualization System for Large Model Visualization

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    Interactive scientific visualizations are widely used for the visual exploration and examination of physical data resulting from measurements or simulations. Driven by technical advancements of data acquisition and simulation technologies, especially in the geo-scientific domain, large amounts of highly detailed subsurface data are generated. The oil and gas industry is particularly pushing such developments as hydrocarbon reservoirs are increasingly difficult to discover and exploit. Suitable visualization techniques are vital for the discovery of the reservoirs as well as their development and production. However, the ever-growing scale and complexity of geo-scientific data sets result in an expanding disparity between the size of the data and the capabilities of current computer systems with regard to limited memory and computing resources. In this thesis we present a unified out-of-core data-virtualization system supporting geo-scientific data sets consisting of multiple large seismic volumes and height-field surfaces, wherein each data set may exceed the size of the graphics memory or possibly even the main memory. Current data sets fall within the range of hundreds of gigabytes up to terabytes in size. Through the mutual utilization of memory and bandwidth resources by multiple data sets, our data-management system is able to share and balance limited system resources among different data sets. We employ multi-resolution methods based on hierarchical octree and quadtree data structures to generate level-of-detail working sets of the data stored in main memory and graphics memory for rendering. The working set generation in our system is based on a common feedback mechanism with inherent support for translucent geometric and volumetric data sets. This feedback mechanism collects information about required levels of detail during the rendering process and is capable of directly resolving data visibility without the application of any costly occlusion culling approaches. A central goal of the proposed out-of-core data management system is an effective virtualization of large data sets. Through an abstraction of the level-of-detail working sets, our system allows developers to work with extremely large data sets independent of their complex internal data representations and physical memory layouts. Based on this out-of-core data virtualization infrastructure, we present distinct rendering approaches for specific visualization problems of large geo-scientific data sets. We demonstrate the application of our data virtualization system and show how multi-resolution data can be treated exactly the same way as regular data sets during the rendering process. An efficient volume ray casting system is presented for the rendering of multiple arbitrarily overlapping multi-resolution volume data sets. Binary space-partitioning volume decomposition of the bounding boxes of the cube-shaped volumes is used to identify the overlapping and non-overlapping volume regions in order to optimize the rendering process. We further propose a ray casting-based rendering system for the visualization of geological subsurface models consisting of multiple very detailed height fields. The rendering of an entire stack of height-field surfaces is accomplished in a single rendering pass using a two-level acceleration structure, which combines a minimum-maximum quadtree for empty-space skipping and sorted lists of depth intervals to restrict ray intersection searches to relevant height fields and depth ranges. Ultimately, we present a unified rendering system for the visualization of entire geological models consisting of highly detailed stacked horizon surfaces and massive volume data. We demonstrate a single-pass ray casting approach facilitating correct visual interaction between distinct translucent model components, while increasing the rendering efficiency by reducing processing overhead of potentially invisible parts of the model. The combination of image-order rendering approaches and the level-of-detail feedback mechanism used by our out-of-core data-management system inherently accounts for occlusions of different data types without the application of costly culling techniques. The unified out-of-core data-management and virtualization infrastructure considerably facilitates the implementation of complex visualization systems. We demonstrate its applicability for the visualization of large geo-scientific data sets using output-sensitive rendering techniques. As a result, the magnitude and multitude of data sets that can be interactively visualized is significantly increased compared to existing approaches

    Hardware-Assisted Point-Based Volume Rendering of Tetrahedral Meshes

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    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Techniques for Realtime Viewing and Manipulation of Volumetric Data

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    Visualizing and manipulating volumetric data is a major component in many areas including anatomical registration in biomedical fields, seismic data analysis in the oil industry, machine part design in computer-aided geometric design, character animation in the movie industry, and fluid simulation. These industries have to meet the demands of the times and be able to make meaningful assertions about the data they generate. The shear size of this data presents many challenges to facilitating realtime interaction. In the recent decade, graphics hardware has become increasingly powerful and more sophisticated which has introduced a new realm of possibilities for processing volumetric data. This thesis focuses on a suite of techniques for viewing and editing volumetric data that efficiently use the processing power of central processing units (CPUs) as well as the large processing power of the graphics hardware (GPUs). This work begins with an algorithm to improve the efficiency of a texture-based volume rendering. We continue with a framework for performing realtime constructive solid geometry (CSG) with complex shapes and smoothing operations on watertight meshes based on a variation of Depth Peeling. We then move to an intuitive technique for deforming volumetric data using a collection of control points. Finally, we apply this technique to image registration of 3-dimensional computed tomography (CT) images used for lung cancel treatment, planning

    Virtual light fields for global illumination in computer graphics

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    This thesis presents novel techniques for the generation and real-time rendering of globally illuminated environments with surfaces described by arbitrary materials. Real-time rendering of globally illuminated virtual environments has for a long time been an elusive goal. Many techniques have been developed which can compute still images with full global illumination and this is still an area of active flourishing research. Other techniques have only dealt with certain aspects of global illumination in order to speed up computation and thus rendering. These include radiosity, ray-tracing and hybrid methods. Radiosity due to its view independent nature can easily be rendered in real-time after pre-computing and storing the energy equilibrium. Ray-tracing however is view-dependent and requires substantial computational resources in order to run in real-time. Attempts at providing full global illumination at interactive rates include caching methods, fast rendering from photon maps, light fields, brute force ray-tracing and GPU accelerated methods. Currently, these methods either only apply to special cases, are incomplete exhibiting poor image quality and/or scale badly such that only modest scenes can be rendered in real-time with current hardware. The techniques developed in this thesis extend upon earlier research and provide a novel, comprehensive framework for storing global illumination in a data structure - the Virtual Light Field - that is suitable for real-time rendering. The techniques trade off rapid rendering for memory usage and precompute time. The main weaknesses of the VLF method are targeted in this thesis. It is the expensive pre-compute stage with best-case O(N^2) performance, where N is the number of faces, which make the light propagation unpractical for all but simple scenes. This is analysed and greatly superior alternatives are presented and evaluated in terms of efficiency and error. Several orders of magnitude improvement in computational efficiency is achieved over the original VLF method. A novel propagation algorithm running entirely on the Graphics Processing Unit (GPU) is presented. It is incremental in that it can resolve visibility along a set of parallel rays in O(N) time and can produce a virtual light field for a moderately complex scene (tens of thousands of faces), with complex illumination stored in millions of elements, in minutes and for simple scenes in seconds. It is approximate but gracefully converges to a correct solution; a linear increase in resolution results in a linear increase in computation time. Finally a GPU rendering technique is presented which can render from Virtual Light Fields at real-time frame rates in high resolution VR presentation devices such as the CAVETM

    Efficient and High-Quality Rendering of Higher-Order Geometric Data Representations

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    Computer-Aided Design (CAD) bezeichnet den Entwurf industrieller Produkte mit Hilfe von virtuellen 3D Modellen. Ein CAD-Modell besteht aus parametrischen Kurven und Flächen, in den meisten Fällen non-uniform rational B-Splines (NURBS). Diese mathematische Beschreibung wird ebenfalls zur Analyse, Optimierung und Präsentation des Modells verwendet. In jeder dieser Entwicklungsphasen wird eine unterschiedliche visuelle Darstellung benötigt, um den entsprechenden Nutzern ein geeignetes Feedback zu geben. Designer bevorzugen beispielsweise illustrative oder realistische Darstellungen, Ingenieure benötigen eine verständliche Visualisierung der Simulationsergebnisse, während eine immersive 3D Darstellung bei einer Benutzbarkeitsanalyse oder der Designauswahl hilfreich sein kann. Die interaktive Darstellung von NURBS-Modellen und -Simulationsdaten ist jedoch aufgrund des hohen Rechenaufwandes und der eingeschränkten Hardwareunterstützung eine große Herausforderung. Diese Arbeit stellt vier neuartige Verfahren vor, welche sich mit der interaktiven Darstellung von NURBS-Modellen und Simulationensdaten befassen. Die vorgestellten Algorithmen nutzen neue Fähigkeiten aktueller Grafikkarten aus, um den Stand der Technik bezüglich Qualität, Effizienz und Darstellungsgeschwindigkeit zu verbessern. Zwei dieser Verfahren befassen sich mit der direkten Darstellung der parametrischen Beschreibung ohne Approximationen oder zeitaufwändige Vorberechnungen. Die dabei vorgestellten Datenstrukturen und Algorithmen ermöglichen die effiziente Unterteilung, Klassifizierung, Tessellierung und Darstellung getrimmter NURBS-Flächen und einen interaktiven Ray-Casting-Algorithmus für die Isoflächenvisualisierung von NURBSbasierten isogeometrischen Analysen. Die weiteren zwei Verfahren beschreiben zum einen das vielseitige Konzept der programmierbaren Transparenz für illustrative und verständliche Visualisierungen tiefenkomplexer CAD-Modelle und zum anderen eine neue hybride Methode zur Reprojektion halbtransparenter und undurchsichtiger Bildinformation für die Beschleunigung der Erzeugung von stereoskopischen Bildpaaren. Die beiden letztgenannten Ansätze basieren auf rasterisierter Geometrie und sind somit ebenfalls für normale Dreiecksmodelle anwendbar, wodurch die Arbeiten auch einen wichtigen Beitrag in den Bereichen der Computergrafik und der virtuellen Realität darstellen. Die Auswertung der Arbeit wurde mit großen, realen NURBS-Datensätzen durchgeführt. Die Resultate zeigen, dass die direkte Darstellung auf Grundlage der parametrischen Beschreibung mit interaktiven Bildwiederholraten und in subpixelgenauer Qualität möglich ist. Die Einführung programmierbarer Transparenz ermöglicht zudem die Umsetzung kollaborativer 3D Interaktionstechniken für die Exploration der Modelle in virtuellenUmgebungen sowie illustrative und verständliche Visualisierungen tiefenkomplexer CAD-Modelle. Die Erzeugung stereoskopischer Bildpaare für die interaktive Visualisierung auf 3D Displays konnte beschleunigt werden. Diese messbare Verbesserung wurde zudem im Rahmen einer Nutzerstudie als wahrnehmbar und vorteilhaft befunden.In computer-aided design (CAD), industrial products are designed using a virtual 3D model. A CAD model typically consists of curves and surfaces in a parametric representation, in most cases, non-uniform rational B-splines (NURBS). The same representation is also used for the analysis, optimization and presentation of the model. In each phase of this process, different visualizations are required to provide an appropriate user feedback. Designers work with illustrative and realistic renderings, engineers need a comprehensible visualization of the simulation results, and usability studies or product presentations benefit from using a 3D display. However, the interactive visualization of NURBS models and corresponding physical simulations is a challenging task because of the computational complexity and the limited graphics hardware support. This thesis proposes four novel rendering approaches that improve the interactive visualization of CAD models and their analysis. The presented algorithms exploit latest graphics hardware capabilities to advance the state-of-the-art in terms of quality, efficiency and performance. In particular, two approaches describe the direct rendering of the parametric representation without precomputed approximations and timeconsuming pre-processing steps. New data structures and algorithms are presented for the efficient partition, classification, tessellation, and rendering of trimmed NURBS surfaces as well as the first direct isosurface ray-casting approach for NURBS-based isogeometric analysis. The other two approaches introduce the versatile concept of programmable order-independent semi-transparency for the illustrative and comprehensible visualization of depth-complex CAD models, and a novel method for the hybrid reprojection of opaque and semi-transparent image information to accelerate stereoscopic rendering. Both approaches are also applicable to standard polygonal geometry which contributes to the computer graphics and virtual reality research communities. The evaluation is based on real-world NURBS-based models and simulation data. The results show that rendering can be performed directly on the underlying parametric representation with interactive frame rates and subpixel-precise image results. The computational costs of additional visualization effects, such as semi-transparency and stereoscopic rendering, are reduced to maintain interactive frame rates. The benefit of this performance gain was confirmed by quantitative measurements and a pilot user study
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