73 research outputs found

    Interactive high fidelity visualization of complex materials on the GPU

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    Documento submetido para revisão pelos pares. A publicar em Computers & Graphics. ISSN 0097-8493. 37:7 (nov. 2013) p. 809–819High fidelity interactive rendering is of major importance for footwear designers, since it allows experimenting with virtual prototypes of new products, rather than producing expensive physical mock-ups. This requires capturing the appearance of complex materials by resorting to image based approaches, such as the Bidirectional Texture Function (BTF), to allow subsequent interactive visualization, while still maintaining the capability to edit the materials' appearance. However, interactive global illumination rendering of compressed editable BTFs with ordinary computing resources remains to be demonstrated. In this paper we demonstrate interactive global illumination by using a GPU ray tracing engine and the Sparse Parametric Mixture Model representation of BTFs, which is particularly well suited for BTF editing. We propose a rendering pipeline and data layout which allow for interactive frame rates and provide a scalability analysis with respect to the scene's complexity. We also include soft shadows from area light sources and approximate global illumination with ambient occlusion by resorting to progressive refinement, which quickly converges to an high quality image while maintaining interactive frame rates by limiting the number of rays shot per frame. Acceptable performance is also demonstrated under dynamic settings, including camera movements, changing lighting conditions and dynamic geometry.Work partially funded by QREN project nbr. 13114 TOPICShoe and by National Funds through the FCT - Fundação para a Ciência e a Tecnologia (Portuguese Foundation for Science and Technology) within projectPEst-OE/EEI/UI0752/2011

    Benchmark for OpenGL ES 3.0 Devices

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    Tato práce se zabývá tvorbou aplikace pro měření výkonnosti grafických akcelerátorů podporujících standard OpenGL ES 3.0, a to formou realistického zobrazování 3D scén v reálném čase. Nejprve je popsána historie a nové funkce grafické knihovny OpenGL ES 3.0. Poté jsou stručně rozebrány vybrané algoritmy realistického zobrazování 3D scén v reálném čase, které lze díky novým funkcím v knihovně implementovat. Dále je popsán návrh testovací aplikace, a to včetně online databáze výsledků obsahující podrobné informace o zařízeních. Následuje popis implementace na platformách Android a Windows, včetně popisu testování na mobilních zařízeních po publikování aplikace v obchodu Google Play. Závěrem jsou zhodnoceny dosažené výsledky a je zmíněno možné budoucí pokračování projektu.This thesis deals with the development of benchmark application for the OpenGL ES 3.0 devices using the realistic real-time rendering of 3D scenes. The first part covers the history and new features of the OpenGL ES 3.0 graphics library. Next part briefly describes selected algorithms for the realistic real-time rendering of 3D scenes which can be implemented using the new features of the discussed library. The design of benchmark application is covered next, including the design of online result database containing detailed device specifications. The last part covers implementation on Android and Windows platforms and the testing on mobile devices after publishing the application on Google Play. Finally, the results and possibilites of further development are discussed.

    Visually pleasing real-time global illumination rendering for fully-dynamic scenes

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    Global illumination (GI) rendering plays a crucial role in the photo-realistic rendering of virtual scenes. With the rapid development of graphics hardware, GI has become increasingly attractive even for real-time applications nowadays. However, the computation of physically-correct global illumination is time-consuming and cannot achieve real-time, or even interactive performance. Although the realtime GI is possible using a solution based on precomputation, such a solution cannot deal with fully-dynamic scenes. This dissertation focuses on solving these problems by introducing visually pleasing real-time global illumination rendering for fully-dynamic scenes. To this end, we develop a set of novel algorithms and techniques for rendering global illumination effects using the graphics hardware. All these algorithms not only result in real-time or interactive performance, but also generate comparable quality to the previous works in off-line rendering. First, we present a novel implicit visibility technique to circumvent expensive visibility queries in hierarchical radiosity by evaluating the visibility implicitly. Thereafter, we focus on rendering visually plausible soft shadows, which is the most important GI effect caused by the visibility determination. Based on the pre-filtering shadowmapping theory, wesuccessively propose two real-time soft shadow mapping methods: "convolution soft shadow mapping" (CSSM) and "variance soft shadow mapping" (VSSM). Furthermore, we successfully apply our CSSM method in computing the shadow effects for indirect lighting. Finally, to explore the GI rendering in participating media, we investigate a novel technique to interactively render volume caustics in the single-scattering participating media.Das Rendern globaler Beleuchtung ist für die fotorealistische Darstellung virtueller Szenen von entscheidender Bedeutung. Dank der rapiden Entwicklung der Grafik-Hardware wird die globale Beleuchtung heutzutage sogar für Echtzeitanwendungen immer attraktiver. Trotz allem ist die Berechnung physikalisch korrekter globaler Beleuchtung zeitintensiv und interaktive Laufzeiten können mit "standard Hardware" noch nicht erzielt werden. Obwohl das Rendering auf der Grundlage von Vorberechnungen in Echtzeit möglich ist, kann ein solcher Ansatz nicht auf voll-dynamische Szenen angewendet werden. Diese Dissertation zielt darauf ab, das Problem der globalen Beleuchtungsberechnung durch Einführung von neuen Techniken für voll-dynamische Szenen in Echtzeit zu lösen. Dazu stellen wir eine Reihe neuer Algorithmen vor, die die Effekte der globaler Beleuchtung auf der Grafik-Hardware berechnen. All diese Algorithmen erzielen nicht nur Echtzeit bzw. interaktive Laufzeiten sondern liefern auch eine Qualität, die mit bisherigen offline Methoden vergleichbar ist. Zunächst präsentieren wir eine neue Technik zur Berechnung impliziter Sichtbarkeit, die aufwändige Sichbarkeitstests in hierarchischen Radiosity-Datenstrukturen vermeidet. Anschliessend stellen wir eine Methode vor, die weiche Schatten, ein wichtiger Effekt für die globale Beleuchtung, in Echtzeit berechnet. Auf der Grundlage der Theorie über vorgefilterten Schattenwurf, zeigen wir nacheinander zwei Echtzeitmethoden zur Berechnung weicher Schattenwürfe: "Convolution Soft Shadow Mapping" (CSSM) und "Variance Soft Shadow Mapping" (VSSM). Darüber hinaus wenden wir unsere CSSM-Methode auch erfolgreich auf den Schatteneffekt in der indirekten Beleuchtung an. Abschliessend präsentieren wir eine neue Methode zum interaktiven Rendern von Volumen-Kaustiken in einfach streuenden, halbtransparenten Medien
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