213 research outputs found

    Dynamic worlds in miniature

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    The World in Miniature (WIM) metaphor allows users to interact and travel efficiently in virtual environments. In addition to the first-person perspective offered by typical VR applications, the WIM offers a second dynamic viewpoint through a hand-held miniature copy of the virtual environment. In the original WIM paper the miniature was a scaled down replica of the whole environment, thus limiting the technique to simple models being manipulated at a single level of scale. Several WIM extensions have been proposed where the replica shows only a part of the virtual environment. In this paper we present an improved visualization of WIM that supports arbitrarily-complex, densely-occluded scenes. In particular, we discuss algorithms for selecting the region of the virtual environment which will be covered by the miniature copy and efficient algorithms for handling 3D occlusion from an exocentric viewpoint.Peer ReviewedPostprint (author’s final draft

    The Computer Graphics Scene in the United States

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    We briefly survey the major thrusts of computer graphics activities, examining trends and topics rather than offering a comprehensive survey of all that is happening. The directions of professional activities, hardware, software, and algorithms are outlined. Within hardware we examine workstations, personal graphics systems, high performance systems, and low level VLSI chips; within software, standards and interactive system design; within algorithms, visible surface rendering and shading, three-dimensional modeling techniques, and animation. Note: This paper was presented at Eurographics\u2784 in Copenhagen, Denmark

    VISJET-a computer ocean outfall modelling system

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    Sewage and industrial effluents from coastal cities are often discharged into the adjacent sea after some land-based treatment. In modern design, the wastewater is often discharged in buoyant jet groups from risers mounted on a submarine outfall on the seabed to achieve rapid mixing of effluents with tidal flow. A mathematical model for buoyant jets in currents based on the Lagrangian models, called JETLAG, was developed. The paper presents a system called VISJET, for visualizing the ocean sewage discharge system based on the JETLAG model. We discuss the features of VISJET system and show how computer visualization can be used to help with the design of an ocean sewage discharge system.published_or_final_versio

    HA-Buffer: Coherent Hashing for single-pass A-buffer

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    Identifying all the surfaces projecting into a pixel has several important applications in Computer Graphics, such as transparency and CSG. These applications further require ordering, in each pixel, the surfaces by their distance to the viewer. In real-time rendering engines, this is often achieved by recording sorted lists of the fragments produced by the rasterization pipeline. The major challenge is that the number of fragments is not known in advance. This results in computational and memory overheads due to the necessary dynamic nature of the data-structure. Similarly, many fragments which are not useful for the final image--due to opacity accumulation for instance--have to be stored and sorted nonetheless, negatively impacting performance. This paper proposes a novel approach which records and simultaneously sorts all fragments in a single geometry pass. The storage overhead per fragment is typically lower than 8 bits per record, and no pointers are involved. Since fragments are progressively sorted in memory, it is possible to assess during rendering whether a new fragment is useful. Our approach combines advantages of previous approaches at similar levels of performance, and is implemented in a single fragment shader of 24 lines of GLSL.Plusieurs applications en synthèse d'image nécessitent le calcul de l'ensemble des surfaces visibles au travers d'un pixel. Citons le dessin correct de surfaces transparentes ainsi que le dessin de mod'eles CSG. Ces applications nécessite également de trier les surfaces, pour chaque pixel, selon leur distance au point de vue. Pour les applications en temps-réel, ce sont les fragments produits par l'étape de rasterisation qui sont triés et stockés en mémoire vidéo. Le nombre de ces fragments n'étant pas connu à l'avance, il est nécessaire d'utiliser de coûteuses techniques de gestion de la mémoire. De plus, tous les fragments sont traités même si une fraction non négligeable d'entre eux peut être inutile au dessin de l'image finale (grâce, par exemple, à l'accumulation de l'opacité de plusieurs surfaces combinées). Nous proposons une technique simple pour trier les fragments d'un même pixel au moment de leur rasterisation, sans utiliser de liste chainée (et donc de pointeur). Puisque la liste des fragments pour un pixel est toujours triée, il est possible de déterminer, au moment de sa rasterisation, si un fragment contribuera ou pas à l'image finale, et de le rejetter le cas échéant. La technique combine les avantages de plusieurs approches existantes pour un niveau de performance similaire. Elle a l'unique avantage d'étre très simple à coder : 24 lignes de GLSL

    Pixel masks for screen-door transparency

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    Rendering objects transparently gives additional insight in complex and overlapping structures. However, traditional techniques for the rendering of transparent objects such as alpha blending are not very well suited for the rendering of multiple transparent objects in dynamic scenes. Screen-door transparency is a technique to render transparent objects in a simple and efficient way: No sorting is required and intersecting polygons can be handled without further preprocessing. With this technique, polygons are rendered through a mask: Only where the mask is present, pixels are set. However, artifacts such as incorrect opacities and distracting patterns can easily occur if the masks are not carefully designed. In this paper, first the requirements on the masks are considered. Next, three algorithms are presented for the generation of pixel masks. One algorithm is designed for the creation of small (e.g. 4 timestimes 4) masks. The other two algorithms can be used for the creation of larger masks (e.g. 32 timestimes 32). For each of these algorithms results are presented and discussed

    Towards Real-Time Novel View Synthesis Using Visual Hulls

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    This thesis discusses fast novel view synthesis from multiple images taken from different viewpoints. We propose several new algorithms that take advantage of modern graphics hardware to create novel views. Although different approaches are explored, one geometry representation, the visual hull, is employed throughout our work. First the visual hull plays an auxiliary role and assists in reconstruction of depth maps that are utilized for novel view synthesis. Then we treat the visual hull as the principal geometry representation of scene objects. A hardwareaccelerated approach is presented to reconstruct and render visual hulls directly from a set of silhouette images. The reconstruction is embedded in the rendering process and accomplished with an alpha map trimming technique. We go on by combining this technique with hardware-accelerated CSG reconstruction to improve the rendering quality of visual hulls. Finally, photometric information is exploited to overcome an inherent limitation of the visual hull. All algorithms are implemented on a distributed system. Novel views are generated at interactive or real-time frame rates.In dieser Dissertation werden mehrere Verfahren vorgestellt, mit deren Hilfe neue Ansichten einer Szene aus mehreren Bildströmen errechnet werden können. Die Bildströme werden hierzu aus unterschiedlichen Blickwinkeln auf die Szene aufgezeichnet. Wir schlagen mehrere Algorithmen vor, welche die Funktionen moderner Grafikhardware ausnutzen, um die neuen Ansichten zu errechnen. Obwohl die Verfahren sich methodisch unterscheiden, basieren sie auf der gleichen Geometriedarstellung, der Visual Hull. In der ersten Methode spielt die Visual Hull eine unterstützende Rolle bei der Rekonstruktion von Tiefenbildern, die zur Erzeugung neuer Ansichten verwendet werden. In den nachfolgend vorgestellten Verfahren dient die Visual Hull primär der Repräsentation von Objekten in einer Szene. Eine hardwarebeschleunigte Methode, um Visual Hulls direkt aus mehreren Silhouettenbildern zu rekonstruieren und zu rendern, wird vorgestellt. Das Rekonstruktionsverfahren ist hierbei Bestandteil der Renderingmethode und basiert auf einer Alpha Map Trimming Technik. Ein weiterer Algorithmus verbessert die Qualitaet der gerenderten Visual Hulls, indem das Alpha-Map-basierte Verfahren mit einer hardware-beschleunigten CSG Rekonstruktiontechnik kombiniert wird. Eine vierte Methode nutzt zusaetzlich photometrische Information aus, um eine grundlegende Beschraenkung des Visual-Hull-Ansatzes zu umgehen. Alle Verfahren ermoeglichen die interaktive oder Echtzeit- Erzeugung neuer Ansichten

    A Method of Rendering CSG-Type Solids Using a Hybrid of Conventional Rendering Methods and Ray Tracing Techniques

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    This thesis describes a fast, efficient and innovative algorithm for producing shaded, still images of complex objects, built using constructive solid geometry ( CSG ) techniques. The algorithm uses a hybrid of conventional rendering methods and ray tracing techniques. A description of existing modelling and rendering methods is given in chapters 1, 2 and 3, with emphasis on the data structures and rendering techniques selected for incorporation in the hybrid method. Chapter 4 gives a general description of the hybrid method. This method processes data in the screen coordinate system and generates images in scan-line order. Scan lines are divided into spans (or segments) using the bounding rectangles of primitives calculated in screen coordinates. Conventional rendering methods and ray tracing techniques are used interchangeably along each scan-line. The method used is detennined by the number of primitives associated with a particular span. Conventional rendering methods are used when only one primitive is associated with a span, ray tracing techniques are used for hidden surface removal when two or more primitives are involved. In the latter case each pixel in the span is evaluated by accessing the polygon that is visible within each primitive associated with the span. The depth values (i. e. z-coordinates derived from the 3-dimensional definition) of the polygons involved are deduced for the pixel's position using linear interpolation. These values are used to determine the visible polygon. The CSG tree is accessed from the bottom upwards via an ordered index that enables the 'visible' primitives on any particular scan-line to be efficiently located. Within each primitive an ordered path through the data structure provides the polygons potentially visible on a particular scan-line. Lists of the active primitives and paths to potentially visible polygons are maintained throughout the rendering step and enable span coherence and scan-line coherence to be fully utilised. The results of tests with a range of typical objects and scenes are provided in chapter 5. These results show that the hybrid algorithm is significantly faster than full ray tracing algorithms

    Implementing intersection calculations of the ray tracing algorithm with systolic arrays

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    Ray tracing is one technique that has been used to synthesize realistic images with a computer. Unfortunately, this technique, when implemented in software, is slow and expensive. The trend in computer graphics has been toward the use of special purpose hardware, to speed up the calculations, and, hence, the generation of the synthesized image. This paper describes the design and the operation of a systolic based architecture, tailored to speed up the intersection calculations, that must be performed as a part of the ray tracing algorithm
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