2,969 research outputs found
Accelerating Hash Grid and Screen-Space Photon Mapping in 3D Interactive Applications with OpenCL
Achieving interactive and realistic rendering is only possible with a combination of rendering algorithms, rendering pipelines, multi-core hardware, and parallelization APIs. This project explores and implements two photon mapping pipelines based on the work of Mara et. al [5] and Singh et. al [7] to achieve interactive rendering performance for a set of simple scenes using OpenCL and C++ to work with a GPU. In particular, both a 3D hash grid and a screen-space tiling algorithm are parallelized to accelerate photon lookup in order to compute direct and indirect lighting on visible surfaces in a scene. By using OpenCL with photon mapping interactive renderings of scenes were produced and updated live as a user moved a virtual camera. This work with OpenCL paved the way for developing a raytracing pipeline in OpenGL and for future work on the latest research in realtime realistic rendering
Hardware acceleration of photon mapping
PhD ThesisThe quest for realism in computer-generated graphics has yielded a range of algorithmic
techniques, the most advanced of which are capable of rendering images at close to photorealistic
quality. Due to the realism available, it is now commonplace that computer graphics are used in
the creation of movie sequences, architectural renderings, medical imagery and product
visualisations.
This work concentrates on the photon mapping algorithm [1, 2], a physically based global
illumination rendering algorithm. Photon mapping excels in producing highly realistic, physically
accurate images.
A drawback to photon mapping however is its rendering times, which can be significantly longer
than other, albeit less realistic, algorithms. Not surprisingly, this increase in execution time is
associated with a high computational cost. This computation is usually performed using the
general purpose central processing unit (CPU) of a personal computer (PC), with the algorithm
implemented as a software routine. Other options available for processing these algorithms
include desktop PC graphics processing units (GPUs) and custom designed acceleration hardware
devices.
GPUs tend to be efficient when dealing with less realistic rendering solutions such as rasterisation,
however with their recent drive towards increased programmability they can also be used to
process more realistic algorithms. A drawback to the use of GPUs is that these algorithms often
have to be reworked to make optimal use of the limited resources available.
There are very few custom hardware devices available for acceleration of the photon mapping
algorithm. Ray-tracing is the predecessor to photon mapping, and although not capable of
producing the same physical accuracy and therefore realism, there are similarities between the
algorithms. There have been several hardware prototypes, and at least one commercial offering,
created with the goal of accelerating ray-trace rendering [3]. However, properties making many of
these proposals suitable for the acceleration of ray-tracing are not shared by photon mapping.
There are even fewer proposals for acceleration of the additional functions found only in photon
mapping.
All of these approaches to algorithm acceleration offer limited scalability. GPUs are inherently
difficult to scale, while many of the custom hardware devices available thus far make use of large
processing elements and complex acceleration data structures.
In this work we make use of three novel approaches in the design of highly scalable specialised
hardware structures for the acceleration of the photon mapping algorithm. Increased scalability is
gained through:
ā¢ The use of a brute-force approach in place of the commonly used smart approach, thus
eliminating much data pre-processing, complex data structures and large processing units
often required.
ā¢ The use of Logarithmic Number System (LNS) arithmetic computation, which facilitates a
reduction in processing area requirement.
ā¢ A novel redesign of the photon inclusion test, used within the photon search method of
the photon mapping algorithm. This allows an intelligent memory structure to be used for
the search.
The design uses two hardware structures, both of which accelerate one core rendering function.
Renderings produced using field programmable gate array (FPGA) based prototypes are presented,
along with details of 90nm synthesised versions of the designs which show that close to an orderof-
magnitude speedup over a software implementation is possible. Due to the scalable nature of
the design, it is likely that any advantage can be maintained in the face of improving processor
speeds.
Significantly, due to the brute-force approach adopted, it is possible to eliminate an often-used
software acceleration method. This means that the device can interface almost directly to a frontend
modelling package, minimising much of the pre-processing required by most other proposals
Towards Fully Dynamic Surface Illumination in Real-Time Rendering using Acceleration Data Structures
The improvements in GPU hardware, including hardware-accelerated ray tracing, and the push for fully dynamic realistic-looking video games, has been driving more research in the use of ray tracing in real-time applications. The work described in this thesis covers multiple aspects such as optimisations, adapting existing offline methods to real-time constraints, and adding effects which were hard to simulate without the new hardware, all working towards a fully dynamic surface illumination rendering in real-time.Our first main area of research concerns photon-based techniques, commonly used to render caustics. As many photons can be required for a good coverage of the scene, an efficient approach for detecting which ones contribute to a pixel is essential. We improve that process by adapting and extending an existing acceleration data structure; if performance is paramount, we present an approximation which trades off some quality for a 2ā3Ć improvement in rendering time. The tracing of all the photons, and especially when long paths are needed, had become the highest cost. As most paths do not change from frame to frame, we introduce a validation procedure allowing the reuse of as many as possible, even in the presence of dynamic lights and objects. Previous algorithms for associating pixels and photons do not robustly handle specular materials, so we designed an approach leveraging ray tracing hardware to allow for caustics to be visible in mirrors or behind transparent objects.Our second research focus switches from a light-based perspective to a camera-based one, to improve the picking of light sources when shading: photon-based techniques are wonderful for caustics, but not as efficient for direct lighting estimations. When a scene has thousands of lights, only a handful can be evaluated at any given pixel due to time constraints. Current selection methods in video games are fast but at the cost of introducing bias. By adapting an acceleration data structure from offline rendering that stochastically chooses a light source based on its importance, we provide unbiased direct lighting evaluation at about 30 fps. To support dynamic scenes, we organise it in a two-level system making it possible to only update the parts containing moving lights, and in a more efficient way.We worked on top of the new ray tracing hardware to handle lighting situations that previously proved too challenging, and presented optimisations relevant for future algorithms in that space. These contributions will help in reducing some artistic constraints while designing new virtual scenes for real-time applications
Developing serious games for cultural heritage: a state-of-the-art review
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
Efficient From-Point Visibility for Global Illumination in Virtual Scenes with Participating Media
Sichtbarkeitsbestimmung ist einer der fundamentalen Bausteine fotorealistischer Bildsynthese. Da die Berechnung der Sichtbarkeit allerdings ƤuĆerst kostspielig zu berechnen ist, wird nahezu die gesamte Berechnungszeit darauf verwendet. In dieser Arbeit stellen wir neue Methoden zur Speicherung, Berechnung und Approximation von Sichtbarkeit in Szenen mit streuenden Medien vor, die die Berechnung erheblich beschleunigen, dabei trotzdem qualitativ hochwertige und artefaktfreie Ergebnisse liefern
Serious Games in Cultural Heritage
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
Advanced 3D Rendering : Adaptive Caustic Maps with GPGPU
Graphics researchers have long studied real-time caustic rendering. The state-of-the-art technique Adaptive Caustic Maps provides a novel way to avoid densely sampling photons during a rasterization pass, and instead adaptively emits photons using a deferred shading pass. In this project, we present a variation of adaptive caustic maps for real-time rendering of caustics. Our algorithm is conceptually similar to Adaptive Caustic Maps but has a different implementation based on the general-purpose computing pipeline provided by OpenGL version 4.3. Our approach accelerates the photon splitting process using compute shaders and bypasses various other performance overheads, ultimately speeding up photon generation considerably
GPU-Based Global Illumination Using Lightcuts
Global Illumination aims to generate high quality images. But due to its highrequirements, it is usually quite slow. Research documented in this thesis wasintended to offer a hardware and software combined acceleration solution toglobal illumination. The GPU (using CUDA) was the hardware part of the wholemethod that applied parallelism to increase performance; the āLightcutsāalgorithm proposed by Walter (2005) at SIGGRAPH 2005 acted as the softwaremethod. As the results demonstrated in this thesis, this combined method offersa satisfactory performance boost effect for relatively complex scenes
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