651 research outputs found

    Interactive inspection of complex multi-object industrial assemblies

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    The final publication is available at Springer via http://dx.doi.org/10.1016/j.cad.2016.06.005The use of virtual prototypes and digital models containing thousands of individual objects is commonplace in complex industrial applications like the cooperative design of huge ships. Designers are interested in selecting and editing specific sets of objects during the interactive inspection sessions. This is however not supported by standard visualization systems for huge models. In this paper we discuss in detail the concept of rendering front in multiresolution trees, their properties and the algorithms that construct the hierarchy and efficiently render it, applied to very complex CAD models, so that the model structure and the identities of objects are preserved. We also propose an algorithm for the interactive inspection of huge models which uses a rendering budget and supports selection of individual objects and sets of objects, displacement of the selected objects and real-time collision detection during these displacements. Our solution–based on the analysis of several existing view-dependent visualization schemes–uses a Hybrid Multiresolution Tree that mixes layers of exact geometry, simplified models and impostors, together with a time-critical, view-dependent algorithm and a Constrained Front. The algorithm has been successfully tested in real industrial environments; the models involved are presented and discussed in the paper.Peer ReviewedPostprint (author's final draft

    View space linking, solid node compression and binary space partitioning for visibility determination in 3D walk-throughs

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    Today\u27s 3D games consumers are expecting more and more quality in their games. To enable high quality graphics at interactive rates, games programmers employ a technique known as hidden surface removal (HSR) or polygon culling. HSR is not just applicable to games; it may also be applied to any application that requires quality and interactive rates, including medical, military and building applications. One such commonly used technique for HSR is the binary space partition (BSP) tree, which is used for 3D ‘walk-throughs’, otherwise known as 3D static environments or first person shooters. Recent developments in 3D accelerated hardware technology do not mean that HSR is becoming redundant; in fact, HSR is increasingly becoming more important to the graphics pipeline. The well established potentially visible sets (PSV) BSP tree algorithm is used as a platform for exploring three enhanced algorithms; View Space Lighting, Solid Node Compression and hardware accelerated occlusion are shown to reducing the amounts of nodes that are traversed in a BSP tree, improving tree travel efficiency. These algorithms are proven (in cases) to improve overall efficiency

    Development of Real-Time Virtual Environment with Hierarchical Construction

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    The development of real-time virtual environment is always a fundamental task for research to come out with a good testing procedure. Regardless any software application that has been used to develop the virtual environment, maintaining real-time aspect such as physic simulation, fluid simulation, collision detection, and others is definitely important. Numerous attempts has been introduced in order to develop nearly perfect virtual environment but at the end the solution only cater for some specific settings that must be implemented before we properly visualize the virtual environment. In this paper, we consider few elements that can be used to visualize their virtual environment and perhaps becoming a common visualization procedure to differentiate and compare with others

    Distance Computation between Convex Objects using Axis-Aligned Bounding-Box in Virtual Environment Application

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    Performing collision detection between convex objects in virtual environment simulation is one of vital problems in computer visualization research area. Given a set of two or more colliding objects, in order to determine the exact point of contact between object we need to undergo various high computation algorithm. In this paper, we describes our current work of determining the precise contact by measuring the distance between near colliding objects in order to maintain the accuracy and improve the speed of collision detection algorithm. Common method determine the distance by checking for vertices and edges point between objects in brute force condition. Compared to our method, by given set of objects in virtual environment world, we find the closest point between near colliding objects and bound the potential colliding area with an Axis-Aligned Bounding-Box. Then, we approximate the distance by measuring the distance of the box itself and hence recognize potential colliding area faster than the common method. Our method proven to most effective and efficient for narrow phase collision detection by removing unnecessary testing and reduced computational cost

    Path planning and collision avoidance for robots

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    An optimal control problem to find the fastest collision-free trajectory of a robot surrounded by obstacles is presented. The collision avoidance is based on linear programming arguments and expressed as state constraints. The optimal control problem is solved with a sequential programming method. In order to decrease the number of unknowns and constraints a backface culling active set strategy is added to the resolution technique

    Reducing redundancy of real time computer graphics in mobile systems

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    The goal of this thesis is to propose novel and effective techniques to eliminate redundant computations that waste energy and are performed in real-time computer graphics applications, with special focus on mobile GPU micro-architecture. Improving the energy-efficiency of CPU/GPU systems is not only key to enlarge their battery life, but also allows to increase their performance because, to avoid overheating above thermal limits, SoCs tend to be throttled when the load is high for a large period of time. Prior studies pointed out that the CPU and especially the GPU are the principal energy consumers in the graphics subsystem, being the off-chip main memory accesses and the processors inside the GPU the primary energy consumers of the graphics subsystem. First, we focus on reducing redundant fragment processing computations by means of improving the culling of hidden surfaces. During real-time graphics rendering, objects are processed by the GPU in the order they are submitted by the CPU, and occluded surfaces are often processed even though they will end up not being part of the final image. When the GPU realizes that an object or part of it is not going to be visible, all activity required to compute its color and store it has already been performed. We propose a novel architectural technique for mobile GPUs, Visibility Rendering Order (VRO), which reorders objects front-to-back entirely in hardware to maximize the culling effectiveness of the GPU and minimize overshading, hence reducing execution time and energy consumption. VRO exploits the fact that the objects in graphics animated applications tend to keep its relative depth order across consecutive frames (temporal coherence) to provide the feeling of smooth transition. VRO keeps visibility information of a frame, and uses it to reorder the objects of the following frame. VRO just requires adding a small hardware to capture the visibility information and use it later to guide the rendering of the following frame. Moreover, VRO works in parallel with the graphics pipeline, so negligible performance overheads are incurred. We illustrate the benefits of VRO using various unmodified commercial 3D applications for which VRO achieves 27% speed-up and 14.8% energy reduction on average. Then, we focus on avoiding redundant computations related to CPU Collision Detection (CD). Graphics applications such as 3D games represent a large percentage of downloaded applications for mobile devices and the trend is towards more complex and realistic scenes with accurate 3D physics simulations. CD is one of the most important algorithms in any physics kernel since it identifies the contact points between the objects of a scene and determines when they collide. However, real-time accurate CD is very expensive in terms of energy consumption. We propose Render Based Collision Detection (RBCD), a novel energy-efficient high-fidelity CD scheme that leverages some intermediate results of the rendering pipeline to perform CD, so that redundant tasks are done just once. Comparing RBCD with a conventional CD completely executed in the CPU, we show that its execution time is reduced by almost three orders of magnitude (600x speedup), because most of the CD task of our model comes for free by reusing the image rendering intermediate results. Although not necessarily, such a dramatic time improvement may result in better frames per second if physics simulation stays in the critical path. However, the most important advantage of our technique is the enormous energy savings that result from eliminating a long and costly CPU computation and converting it into a few simple operations executed by a specialized hardware within the GPU. Our results show that the energy consumed by CD is reduced on average by a factor of 448x (i.e., by 99.8\%). These dramatic benefits are accompanied by a higher fidelity CD analysis (i.e., with finer granularity), which improves the quality and realism of the application.El objetivo de esta tesis es proponer técnicas efectivas y originales para eliminar computaciones inútiles que aparecen en aplicaciones gráficas, con especial énfasis en micro-arquitectura de GPUs. Mejorar la eficiencia energética de los sistemas CPU/GPU no es solo clave para alargar la vida de la batería, sino también incrementar su rendimiento. Estudios previos han apuntado que la CPU y especialmente la GPU son los principales consumidores de energía en el sub-sistema gráfico, siendo los accesos a memoria off-chip y los procesadores dentro de la GPU los principales consumidores de energía del sub-sistema gráfico. Primero, nos hemos centrado en reducir computaciones redundantes de la fase de fragment processing mediante la mejora en la eliminación de superficies ocultas. Durante el renderizado de gráficos en tiempo real, los objetos son procesados por la GPU en el orden en el que son enviados por la CPU, y las superficies ocultas son a menudo procesadas incluso si no no acaban formando parte de la imagen final. Cuando la GPU averigua que el objeto o parte de él no es visible, toda la actividad requerida para computar su color y guardarlo ha sido realizada. Proponemos una técnica arquitectónica original para GPUs móviles, Visibility Rendering Order (VRO), la cual reordena los objetos de delante hacia atrás por completo en hardware para maximizar la efectividad del culling de la GPU y así minimizar el overshading, y por lo tanto reducir el tiempo de ejecución y el consumo de energía. VRO explota el hecho de que los objetos de las aplicaciones gráficas animadas tienden a mantener su orden relativo en profundidad a través de frames consecutivos (coherencia temporal) para proveer animaciones con transiciones suaves. Dado que las relaciones de orden en profundidad entre objetos son testeadas en la GPU, VRO introduce costes mínimos en energía. Solo requiere añadir una pequeña unidad hardware para capturar la información de visibilidad. Además, VRO trabaja en paralelo con el pipeline gráfico, por lo que introduce costes insignificantes en tiempo. Ilustramos los beneficios de VRO usango varias aplicaciones 3D comerciales para las cuales VRO consigue un 27% de speed-up y un 14.8% de reducción de energía en media. En segundo lugar, evitamos computaciones redundantes relacionadas con la Detección de Colisiones (CD) en la CPU. Las aplicaciones gráficas animadas como los juegos 3D representan un alto porcentaje de las aplicaciones descargadas en dispositivos móviles y la tendencia es hacia escenas más complejas y realistas con simulaciones físicas 3D precisas. La CD es uno de los algoritmos más importantes entre los kernel de físicas dado que identifica los puntos de contacto entre los objetos de una escena. Sin embargo, una CD en tiempo real y precisa es muy costosa en términos de consumo energético. Proponemos Render Based Collision Detection (RBCD), una técnica energéticamente eficiente y preciso de CD que utiliza resultados intermedios del rendering pipeline para realizar la CD. Comparando RBCD con una CD convencional completamente ejecutada en la CPU, mostramos que el tiempo de ejecución es reducido casi tres órdenes de magnitud (600x speedup), porque la mayoría de la CD de nuestro modelo reusa resultados intermedios del renderizado de la imagen. Aunque no es así necesariamente, esta espectacular en tiempo puede resultar en mejores frames por segundo si la simulación de físicas está en el camino crítico. Sin embargo, la ventaja más importante de nuestra técnica es el enorme ahorro de energía que resulta de eliminar las largas y costosas computaciones en la CPU, sustituyéndolas por unas pocas operaciones ejecutadas en un hardware especializado dentro de la GPU. Nuestros resultados muestran que la energía consumida por la CD es reducidad en media por un factor de 448x. Estos dramáticos beneficios vienen acompañados de una mayor fidelidad en la CD (i.e. con granularidad más fina)Postprint (published version

    Point based graphics rendering with unified scalability solutions.

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    Standard real-time 3D graphics rendering algorithms use brute force polygon rendering, with complexity linear in the number of polygons and little regard for limiting processing to data that contributes to the image. Modern hardware can now render smaller scenes to pixel levels of detail, relaxing surface connectivity requirements. Sub-linear scalability optimizations are typically self-contained, requiring specific data structures, without shared functions and data. A new point based rendering algorithm 'Canopy' is investigated that combines multiple typically sub-linear scalability solutions, using a small core of data structures. Specifically, locale management, hierarchical view volume culling, backface culling, occlusion culling, level of detail and depth ordering are addressed. To demonstrate versatility further, shadows and collision detection are examined. Polygon models are voxelized with interpolated attributes to provide points. A scene tree is constructed, based on a BSP tree of points, with compressed attributes. The scene tree is embedded in a compressed, partitioned, procedurally based scene graph architecture that mimics conventional systems with groups, instancing, inlines and basic read on demand rendering from backing store. Hierarchical scene tree refinement constructs an image tree image space equivalent, with object space scene node points projected, forming image node equivalents. An image graph of image nodes is maintained, describing image and object space occlusion relationships, hierarchically refined with front to back ordering to a specified threshold whilst occlusion culling with occluder fusion. Visible nodes at medium levels of detail are refined further to rasterization scales. Occlusion culling defines a set of visible nodes that can support caching for temporal coherence. Occlusion culling is approximate, possibly not suiting critical applications. Qualities and performance are tested against standard rendering. Although the algorithm has a 0(f) upper bound in the scene sizef, it is shown to practically scale sub-linearly. Scenes with several hundred billion polygons conventionally, are rendered at interactive frame rates with minimal graphics hardware support

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    Fast GPU-Based Two-Way Continuous Collision Handling

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    Step-and-project is a popular way to simulate non-penetrated deformable bodies in physically-based animation. First integrating the system in time regardless of contacts and post resolving potential intersections practically strike a good balance between plausibility and efficiency. However, existing methods could be defective and unsafe when the time step is large, taking risks of failures or demands of repetitive collision testing and resolving that severely degrade performance. In this paper, we propose a novel two-way method for fast and reliable continuous collision handling. Our method launches the optimization at both ends of the intermediate time-integrated state and the previous intersection-free state, progressively generating a piecewise-linear path and finally reaching a feasible solution for the next time step. Technically, our method interleaves between a forward step and a backward step at a low cost, until the result is conditionally converged. Due to a set of unified volume-based contact constraints, our method can flexibly and reliably handle a variety of codimensional deformable bodies, including volumetric bodies, cloth, hair and sand. The experiments show that our method is safe, robust, physically faithful and numerically efficient, especially suitable for large deformations or large time steps

    Sphere-tree construction using dynamic medial axis approximation

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