45 research outputs found

    Space-optimized texture atlases

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    Texture atlas parameterization provides an effective way to map a variety of colour and data attributes from 2D texture domains onto polygonal surface meshes. Most of the existing literature focus on how to build seamless texture atlases for continuous photometric detail, but little e ort has been devoted to devise e cient techniques for encoding self-repeating, uncontinuous signals such as building facades. We present a perception-based scheme for generating space-optimized texture atlases speci cally designed for intentionally non-bijective parameterizations. Our scheme combines within-chart tiling support with intelligent packing and perceptual measures for assigning texture space in accordance to the amount of information contents of the image and on its saliency. We demonstrate our optimization scheme in the context of real-time navigation through a gigatexel urban model of an European city. Our scheme achieves signi cant compression ratios and speed-up factors with visually indistinguishable results. We developed a technique that generates space-optimized texture atlases for the particular encoding of uncontinuous signals projected onto geometry. The scene is partitioned using a texture atlas tree that contains for each node a texture atlas. The leaf nodes of the tree contain scene geometry. The level of detail is controlled by traversing the tree and selecting the appropriate texture atlas for a given viewer position and orientation. In a preprocessing step, textures associated to each texture atlas node of the tree are packed. Textures are resized according to a given user-de ned texel size and the size of the geometry that are projected onto. We also use perceptual measures to assign texture space in accordance to image detail. We also explore different techniques for supporting texture wrapping of uncontinuous signals, which involved the development of e cient techniques for compressing texture coordinates via the GPU. Our approach supports texture ltering and DXTC compression without noticeable artifacts. We have implemented a prototype version of our space-optimized texture atlases technique and used it to render the 3D city model of Barcelona achieving interactive rendering frame rates. The whole model was composed by more than three million triangles and contained more than twenty thousand different textures representing the building facades with an average original resolution of 512 pixels per texture. Our scheme achieves up 100:1 compression ratios and speed-up factors of 20 with visually indistinguishable results

    Real-Time deep image rendering and order independent transparency

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    In computer graphics some operations can be performed in either object space or image space. Image space computation can be advantageous, especially with the high parallelism of GPUs, improving speed, accuracy and ease of implementation. For many image space techniques the information contained in regular 2D images is limiting. Recent graphics hardware features, namely atomic operations and dynamic memory location writes, now make it possible to capture and store all per-pixel fragment data from the rasterizer in a single pass in what we call a deep image. A deep image provides a state where all fragments are available and gives a more complete image based geometry representation, providing new possibilities in image based rendering techniques. This thesis investigates deep images and their growing use in real-time image space applications. A focus is new techniques for improving fundamental operation performance, including construction, storage, fast fragment sorting and sampling. A core and driving application is order-independent transparency (OIT). A number of deep image sorting improvements are presented, through which an order of magnitude performance increase is achieved, significantly advancing the ability to perform transparency rendering in real time. In the broader context of image based rendering we look at deep images as a discretized 3D geometry representation and discuss sampling techniques for raycasting and antialiasing with an implicit fragment connectivity approach. Using these ideas a more computationally complex application is investigated — image based depth of field (DoF). Deep images are used to provide partial occlusion, and in particular a form of deep image mipmapping allows a fast approximate defocus blur of up to full screen size

    ZIPMAPS: Zoom-in-bestimmte-Bereiche Texturen

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    In this technical report, we propose a method for rendering highly detailed close-up views of arbitrary textured surfaces. To augment the texture map locally with high-resolution information, we describe how to automatically, seamlessly merge unregistered images of different scales. Our hierarchical texture representation can easily be rendered in real-time, enabling zooming into specific texture regions to almost arbitrary magnification. Our method is useful wherever close-up renderings of specific regions shall be possible, without the need for excessively large texture maps.Wir präsentieren eine neue Methode um sehr detailierte Ansichten von beliebig texturierten Oberflächen zu generieren. Wir beschreiben wie man automatisch und ohne sichtbare Nähte unregistrierte Bilder unterschiedlicher Skalen miteinander kombiniert um lokal hochaufgelöste Detailinformationen hinzuzufügen. Unsere hierarchische Texturrepräsentation kann sehr einfach und in Echtzeit gerendert werden und erlaubt somit den Zoom in bestimmte Textureregionen mit nahezu beliebiger Vergrößerung. Unsere Methode ist immer dann sinnvoll, wenn Vergrößerungen entsprechender Bereiche notwendig sind, ohne dass man entsprechend große Texturen speichern möchte

    Mobile graphics: SIGGRAPH Asia 2017 course

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    Peer ReviewedPostprint (published version

    Development and Application of Computer Graphics Techniques for the Visualization of Large Geo-Related Data-Sets

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    Ziel dieser Arbeit war es, Algorithmen zu entwickeln und zu verbessern, die es gestatten, grosse geographische und andere geo-bezogene Datensätze mithilfe computergraphischer Techniken visualisieren zu können. Ein Schwerpunkt war dabei die Entwicklung neuer kamera-adaptiver Datenstrukturen für digitale Höhenmodelle und Rasterbilder. In der Arbeit wird zunächst ein neuartiges Multiresolutionmodell für Höhenfelder definiert. Dieses Modell braucht nur sehr wenig zusätzlichen Speicherplatz und ist geeignet, interaktive Anpassungsraten zu gewährleisten. Weiterhin werden Ansätze zur schnellen Bestimmung sichtbarer und verdeckter Teile einer computergraphischen Szene diskutiert, um die Bewegung in grossen und ausgedehnten Szenen wie Stadtmodellen oder Gebäuden zu beschleunigen. Im Anschluss daran werden einige Problemstellungen im Zusammenhang mit Texture Mapping erörtert, so werden zum Beispiel eine neue beobachterabhängige Datenstruktur für Texturdaten und ein neuer Ansatz zur Texturfilterung vorgestellt. Die meisten dieser Algorithmen und Verfahren wurden in ein interaktives System zur Geländevisualisierung integriert, das den Projektnamen 'FlyAway' hat und im letzten Kapitel der Arbeit beschrieben wird

    Real-time Realistic Rendering Of Nature Scenes With Dynamic Lighting

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    Rendering of natural scenes has interested the scientific community for a long time due to its numerous applications. The targeted goal is to create images that are similar to what a viewer can see in real life with his/her eyes. The main obstacle is complexity: nature scenes from real life contain a huge number of small details that are hard to model, take a lot of time to render and require a huge amount of memory unavailable in current computers. This complexity mainly comes from geometry and lighting. The goal of our research is to overcome this complexity and to achieve real-time rendering of nature scenes while providing visually convincing dynamic global illumination. Our work focuses on grass and trees as they are commonly visible in everyday life. We handle geometry and lighting complexities for grass to render millions of grass blades interactively with dynamic lighting. As for lighting complexity, we address real-time rendering of trees by proposing a lighting model that handles indirect lighting. Our work makes extensive use of the current generation of Graphics Processing Units (GPUs) to meet the real-time requirement and to leave the CPU free to carry out other tasks

    GPU data structures for graphics and vision

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    Graphics hardware has in recent years become increasingly programmable, and its programming APIs use the stream processor model to expose massive parallelization to the programmer. Unfortunately, the inherent restrictions of the stream processor model, used by the GPU in order to maintain high performance, often pose a problem in porting CPU algorithms for both video and volume processing to graphics hardware. Serial data dependencies which accelerate CPU processing are counterproductive for the data-parallel GPU. This thesis demonstrates new ways for tackling well-known problems of large scale video/volume analysis. In some instances, we enable processing on the restricted hardware model by re-introducing algorithms from early computer graphics research. On other occasions, we use newly discovered, hierarchical data structures to circumvent the random-access read/fixed write restriction that had previously kept sophisticated analysis algorithms from running solely on graphics hardware. For 3D processing, we apply known game graphics concepts such as mip-maps, projective texturing, and dependent texture lookups to show how video/volume processing can benefit algorithmically from being implemented in a graphics API. The novel GPU data structures provide drastically increased processing speed, and lift processing heavy operations to real-time performance levels, paving the way for new and interactive vision/graphics applications.Graphikhardware wurde in den letzen Jahren immer weiter programmierbar. Ihre APIs verwenden das Streamprozessor-Modell, um die massive Parallelisierung auch für den Programmierer verfügbar zu machen. Leider folgen aus dem strikten Streamprozessor-Modell, welches die GPU für ihre hohe Rechenleistung benötigt, auch Hindernisse in der Portierung von CPU-Algorithmen zur Video- und Volumenverarbeitung auf die GPU. Serielle Datenabhängigkeiten beschleunigen zwar CPU-Verarbeitung, sind aber für die daten-parallele GPU kontraproduktiv . Diese Arbeit präsentiert neue Herangehensweisen für bekannte Probleme der Video- und Volumensverarbeitung. Teilweise wird die Verarbeitung mit Hilfe von modifizierten Algorithmen aus der frühen Computergraphik-Forschung an das beschränkte Hardwaremodell angepasst. Anderswo helfen neu entdeckte, hierarchische Datenstrukturen beim Umgang mit den Schreibzugriff-Restriktionen die lange die Portierung von komplexeren Bildanalyseverfahren verhindert hatten. In der 3D-Verarbeitung nutzen wir bekannte Konzepte aus der Computerspielegraphik wie Mipmaps, projektive Texturierung, oder verkettete Texturzugriffe, und zeigen auf welche Vorteile die Video- und Volumenverarbeitung aus hardwarebeschleunigter Graphik-API-Implementation ziehen kann. Die präsentierten GPU-Datenstrukturen bieten drastisch schnellere Verarbeitung und heben rechenintensive Operationen auf Echtzeit-Niveau. Damit werden neue, interaktive Bildverarbeitungs- und Graphik-Anwendungen möglich

    Energy-precision tradeoffs in the graphics pipeline

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    The energy consumption of a graphics processing unit (GPU) is an important factor in its design, whether for a server, desktop, or mobile device. Mobile products, such as smart phones, tablets, and laptop computers, rely on batteries to function; the less the demand for power is on these batteries, the longer they will last before needing to be recharged. GPUs used in servers and desktops, while not dependent on a battery for operation, are still limited by the efficiency of power supplies and heat dissipation techniques. In this dissertation, I propose to lower the energy consumption of GPUs by reducing the precision of floating-point arithmetic in the graphics pipeline and the data sent and stored on- and off-chip. The key idea behind this work is twofold: energy can be saved through a systematic and targeted reduction in the number of bits 1) computed and 2) communicated. Reducing the number of bits computed will necessarily reduce either the precision or range of a floating point number. I focus on saving energy by way of reducing precision, which can exploit the over-provisioning of bits in many stages of the graphics pipeline. Reducing the number of bits communicated takes several forms. First, I propose enhancements to existing compression schemes for off-chip buffers to save bandwidth. I also suggest a simple extension that exploits unused bits in reduced-precision data undergoing compression. Finally, I present techniques for saving energy in on-chip communication of reduced-precision data. By designing and simulating variable-precision arithmetic circuits with promising energy versus precision characteristics and tradeoffs, I have developed an energy model for GPUs. Using this model and my techniques, I have shown that significant savings (up to 70% in computation in the vertex and pixel shader stages) are possible by reducing the precision of the arithmetic. Further, my compression approaches have enabled improvements of 1.26x over past work, and a general-purpose compressor design has achieved bandwidth savings of 34%, 87%, and 65% for color, depth, and geometry data, respectively, which is competitive with past work. Lastly, an initial exploration in signal gating unused lines in on-chip buses has suggested savings of 13-48% for the tested applications' traffic from a multiprocessor's register file to its L1 cache

    Real-time Shadows for Gigapixel Displacement Maps

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    Shadows portray helpful information in scenes. From a scientific visualization standpoint, they help to add data without unnecessary clutter. In video games they add realism and depth. In common graphics pipelines, due to the independent and parallel rendering of geometric primitives, shadows are difficult to achieve. Objects require knowledge of each other and therefore multiple renders are needed to collect the necessary data. The collection of this data comes with its own set of trade offs. Our research involves adding shadows into a lunar rendering framework developed by Dr. Robert Kooima. The NASA-collected data contains a multi-gigapixel displacement map describing the lunar topology. This map does not fit entirely into main memory and therefore out-of-core paging is utilized to achieve real-time speeds. Current shadow techniques do not attempt to generate occluder data on such a scale, and therefore we have developed a novel approach to fit this situation. By using a chain of pre-processing steps, we analyze the structure of the displacement map and calculate horizon lines at each vertex. This information is saved into several images and used to generate shadows in a single pass, maintaining real-time speeds. The algorithm is even capable of generating soft shadows without extra information or loss of speed. We compare our algorithm with common approaches in the field as well as two forms of ground truth; one from ray tracing and the other from the gigapixel lunar texture data, showing real shadows at the time it was collected

    Fast Rendering of Forest Ecosystems with Dynamic Global Illumination

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    Real-time rendering of large-scale, forest ecosystems remains a challenging problem, in that important global illumination effects, such as leaf transparency and inter-object light scattering, are difficult to capture, given tight timing constraints and scenes that typically contain hundreds of millions of primitives. We propose a new lighting model, adapted from a model previously used to light convective clouds and other participating media, together with GPU ray tracing, in order to achieve these global illumination effects while maintaining near real-time performance. The lighting model is based on a lattice-Boltzmann method in which reflectance, transmittance, and absorption parameters are taken from measurements of real plants. The lighting model is solved as a preprocessing step, requires only seconds on a single GPU, and allows dynamic lighting changes at run-time. The ray tracing engine, which runs on one or multiple GPUs, combines multiple acceleration structures to achieve near real-time performance for large, complex scenes. Both the preprocessing step and the ray tracing engine make extensive use of NVIDIA\u27s Compute Unified Device Architecture (CUDA)
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