6,182 research outputs found

    Design principles of hardware-based phong shading and bump-mapping

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    The VISA+ hardware architecture is the first of a new generation of graphics accelerators designed primarily to render bump-, texture-, environment- and environment-bump-mapped polygons. This paper presents examples of the main graphical capabilities and discusses methods and simplifications used to create high quality images. One of the key concepts in the VISA+ design, the use of reflectance cubes, is predestined for environment mapping. In combination with bump- and texture-mapping it shows the strength of our new architecture. Furthermore it justifies some of the decisions made during simulation and development of the complex VISA+ architecture

    Real-time content-aware texturing for deformable surfaces

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    Animation of models often introduces distortions to their parameterisation, as these are typically optimised for a single frame. The net effect is that under deformation, the mapped features, i.e. UV texture maps, bump maps or displacement maps, may appear to stretch or scale in an undesirable way. Ideally, what we would like is for the appearance of such features to remain feasible given any underlying deformation. In this paper we introduce a real-time technique that reduces such distortions based on a distortion control (rigidity) map. In two versions of our proposed technique, the parameter space is warped in either an axis or a non-axis aligned manner based on the minimisation of a non-linear distortion metric. This in turn is solved using a highly optimised hybrid CPU-GPU strategy. The result is real-time dynamic content-aware texturing that reduces distortions in a controlled way. The technique can be applied to reduce distortions in a variety of scenarios, including reusing a low geometric complexity animated sequence with a multitude of detail maps, dynamic procedurally defined features mapped on deformable geometry and animation authoring previews on texture-mapped models. © 2013 ACM

    Schedulability analysis of timed CSP models using the PAT model checker

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    Timed CSP can be used to model and analyse real-time and concurrent behaviour of embedded control systems. Practical CSP implementations combine the CSP model of a real-time control system with prioritized scheduling to achieve efficient and orderly use of limited resources. Schedulability analysis of a timed CSP model of a system with respect to a scheduling scheme and a particular execution platform is important to ensure that the system design satisfies its timing requirements. In this paper, we propose a framework to analyse schedulability of CSP-based designs for non-preemptive fixed-priority multiprocessor scheduling. The framework is based on the PAT model checker and the analysis is done with dense-time model checking on timed CSP models. We also provide a schedulability analysis workflow to construct and analyse, using the proposed framework, a timed CSP model with scheduling from an initial untimed CSP model without scheduling. We demonstrate our schedulability analysis workflow on a case study of control software design for a mobile robot. The proposed approach provides non-pessimistic schedulability results

    Multiple Uncertainties in Time-Variant Cosmological Particle Data

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    Though the mediums for visualization are limited, the potential dimensions of a dataset are not. In many areas of scientific study, understanding the correlations between those dimensions and their uncertainties is pivotal to mining useful information from a dataset. Obtaining this insight can necessitate visualizing the many relationships among temporal, spatial, and other dimensionalities of data and its uncertainties. We utilize multiple views for interactive dataset exploration and selection of important features, and we apply those techniques to the unique challenges of cosmological particle datasets. We show how interactivity and incorporation of multiple visualization techniques help overcome the problem of limited visualization dimensions and allow many types of uncertainty to be seen in correlation with other variables

    Real Time, Accurate, Multi-Featured Rendering of Bump Mapped Surfaces

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    We present a new technique to render in real time objects which have part of their high frequency geometric detail encoded in bump maps. It is based on the quantization of normal-maps, and achieves excellent result both in rendering time and rendering quality, with respect to other alternative methods. The method proposed also allows to add many interesting visual effects, even for object with large bumb maps, including non-photorealistic rendering, chrome effects, shading under multiple lights, rendering of different materials within a single object, specular reflections and others. Moreover, the implementation of the method is not complex and can be eased by software reuse

    Photorealistic physically based render engines: a comparative study

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    Pérez Roig, F. (2012). Photorealistic physically based render engines: a comparative study. http://hdl.handle.net/10251/14797.Archivo delegad
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