6,799 research outputs found
Ray Tracing Structured AMR Data Using ExaBricks
Structured Adaptive Mesh Refinement (Structured AMR) enables simulations to
adapt the domain resolution to save computation and storage, and has become one
of the dominant data representations used by scientific simulations; however,
efficiently rendering such data remains a challenge. We present an efficient
approach for volume- and iso-surface ray tracing of Structured AMR data on
GPU-equipped workstations, using a combination of two different data
structures. Together, these data structures allow a ray tracing based renderer
to quickly determine which segments along the ray need to be integrated and at
what frequency, while also providing quick access to all data values required
for a smooth sample reconstruction kernel. Our method makes use of the RTX ray
tracing hardware for surface rendering, ray marching, space skipping, and
adaptive sampling; and allows for interactive changes to the transfer function
and implicit iso-surfacing thresholds. We demonstrate that our method achieves
high performance with little memory overhead, enabling interactive high quality
rendering of complex AMR data sets on individual GPU workstations
A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics
This paper presents a survey of ocean simulation and rendering methods in
computer graphics. To model and animate the ocean's surface, these methods
mainly rely on two main approaches: on the one hand, those which approximate
ocean dynamics with parametric, spectral or hybrid models and use empirical
laws from oceanographic research. We will see that this type of methods
essentially allows the simulation of ocean scenes in the deep water domain,
without breaking waves. On the other hand, physically-based methods use
Navier-Stokes Equations (NSE) to represent breaking waves and more generally
ocean surface near the shore. We also describe ocean rendering methods in
computer graphics, with a special interest in the simulation of phenomena such
as foam and spray, and light's interaction with the ocean surface
Master slave en-face OCT/SLO
Master Slave optical coherence tomography (MS-OCT) is an OCT method that does not require resampling of data and can be used to deliver en-face images from several depths simultaneously. As the MS-OCT method requires important computational resources, the number of multiple depth en-face images that can be produced in real-time is limited. Here, we demonstrate progress in taking advantage of the parallel processing feature of the MS-OCT technology. Harnessing the capabilities of graphics processing units (GPU)s, information from 384 depth positions is acquired in one raster with real time display of up to 40 en-face OCT images. These exhibit comparable resolution and sensitivity to the images produced using the conventional Fourier domain based method. The GPU facilitates versatile real time selection of parameters, such as the depth positions of the 40 images out of the set of 384 depth locations, as well as their axial resolution. In each updated displayed frame, in parallel with the 40 en-face OCT images, a scanning laser ophthalmoscopy (SLO) lookalike image is presented together with two B-scan OCT images oriented along rectangular directions. The thickness of the SLO lookalike image is dynamically determined by the choice of number of en-face OCT images displayed in the frame and the choice of differential axial distance between them
The Iray Light Transport Simulation and Rendering System
While ray tracing has become increasingly common and path tracing is well
understood by now, a major challenge lies in crafting an easy-to-use and
efficient system implementing these technologies. Following a purely
physically-based paradigm while still allowing for artistic workflows, the Iray
light transport simulation and rendering system allows for rendering complex
scenes by the push of a button and thus makes accurate light transport
simulation widely available. In this document we discuss the challenges and
implementation choices that follow from our primary design decisions,
demonstrating that such a rendering system can be made a practical, scalable,
and efficient real-world application that has been adopted by various companies
across many fields and is in use by many industry professionals today
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