298 research outputs found

    High-Quality Shadow Rendering from Complex Light Sources

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    V interaktivních aplikacích jsou stíny tradičně zobrazovány s pomocí algoritmu založeným na stínových mapách. Nevýhodou toho algoritmu je, že stínová mapa, reprezentovaná texturou, má pouze omezené rozlišení. To může vést k nepěkným vizuálním artefaktům objevujících se na hranách stínů. Tato práce představuje postup, který je založen na vylepšené deformaci textury. To umožní zobrazit scénu obsahující složité světelné zdroje, zredukovat artefakty na hranicích stínů a také vylepšit kvalitu stínů bez ohledu na typu scény a její konfiguraci.In interactive applications, shadows are traditionally rendered using the shadow mapping algorithm. The disadvantage of the algorithm is limited resolution of depth texture which may lead to unpleasant visual artifacts on shadow edges. This work introduces an approach that is based on the improved texture warping. It allows for rendering a scene with the complex light sources, reduce the artifacts on the shadow boundaries and also improve the quality of the shadows regardless of the type of the scene and its configuration.

    Shadow Techniques for Interactive and Real-Time Applications

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    Shadows provide important visual cues for the relative position of objects in threedimensional space. For interactive and real-time applications, e.g. in virtual reality systems or games, the shadow computation needs to be extremely fast, usually synchronized with the displays refresh rate. Using dynamic scenes with many, movable light sources, shadow computation is therefore often the main bottleneck in a rendering system. In this thesis we will discuss this problem in detail: Originating from Williams shadow maps and Crows shadow volumes, we will present hardware accelerated shadow techniques that are able to generate shadows of high-quality while still being fast enough to be used in real-time or interactive applications. We will show algorithms for the computation of hard shadows as well as for the more complex problem of approximating soft shadows caused by area light sources.Schatten sind wichtige visuelle Merkmale die über die relative Position eines Objektes in einem drei-dimensionalen Raum Aufschluss geben. Die Schattenberechnung muss für interaktive und Echtzeit-Anwendungen, wie z.B. Virtual Reality Systeme oder in Spielen, extrem schnell erfolgen, idealerweise synchronisiert mit der Bildwiederholfrequenz. Im Fall von dynamischen Szenen mit vielen, beweglichen Lichtquellen, ist die Berechnung von Schatten oftmals der zeitkritischste Teil innerhalb eines Rendering-Systems. In dieser Dissertation behandeln wir genau dieses Problem im Detail. Ausgehend vonWilliams\u27; Shadow Maps und Crow\u27;s Shadow Volumes werden Hardwarebeschleunigte Schattentechniken vorgestellt, die Schatten von hoher Qualität erzeugen können, aber trotzdem so effizient sind, dass sie für Echtzeit- und interaktive Anwendungen eingesetzt werden können. Wir werden sowohl Algorithmen zur Berechnung harter Schatten beschreiben, als auch das schwierigere Problem der Approximation von sanften Schatten, wie sie z.B. bei Flächenlichtquellen entstehen, behandeln

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    Prof. Dr. N. NavabTo my familyAcknowledgements I am deeply grateful that I had the opportunity to write this thesis while working at the Chair for Pattern Recognition within the project B6 of the Sonderforschungsbereich 603 (funded by Deutsche Forschungsgemeinschaft). Many people contributed to this work and I want to express my gratitude to all of them

    Efficient From-Point Visibility for Global Illumination in Virtual Scenes with Participating Media

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    Sichtbarkeitsbestimmung ist einer der fundamentalen Bausteine fotorealistischer Bildsynthese. Da die Berechnung der Sichtbarkeit allerdings äußerst 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

    Some aspects of ground station antennas for satellite communication

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    Dynamic conversion of solar generated heat to electricity

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    The effort undertaken during this program led to the selection of the water-superheated steam (850 psig/900 F) crescent central receiver as the preferred concept from among 11 candidate systems across the technological spectrum of the dynamic conversion of solar generated heat to electricity. The solar power plant designs were investigated in the range of plant capacities from 100 to 1000 Mw(e). The investigations considered the impacts of plant size, collector design, feed-water temperature ratio, heat rejection equipment, ground cover, and location on solar power technical and economic feasibility. For the distributed receiver systems, the optimization studies showed that plant capacities less than 100 Mw(e) may be best. Although the size of central receiver concepts was not parametrically investigated, all indications are that the optimal plant capacity for central receiver systems will be in the range from 50 to 200 Mw(e). Solar thermal power plant site selection criteria and methodology were also established and used to evaluate potentially suitable sites. The result of this effort was to identify a site south of Inyokern, California, as typically suitable for a solar thermal power plant. The criteria used in the selection process included insolation and climatological characteristics, topography, and seismic history as well as water availability

    Diffraction studies applicable to 60-foot microwave research facilities

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    The principal features of this document are the analysis of a large dual-reflector antenna system by vector Kirchhoff theory, the evaluation of subreflector aperture-blocking, determination of the diffraction and blockage effects of a subreflector mounting structure, and an estimate of strut-blockage effects. Most of the computations are for a frequency of 15.3 GHz, and were carried out using the IBM 360/91 and 360/95 systems at Goddard Space Flight Center. The FORTRAN 4 computer program used to perform the computations is of a general and modular type so that various system parameters such as frequency, eccentricity, diameter, focal-length, etc. can be varied at will. The parameters of the 60-foot NRL Ku-band installation at Waldorf, Maryland, were entered into the program for purposes of this report. Similar calculations could be performed for the NELC installation at La Posta, California, the NASA Wallops Station facility in Virginia, and other antenna systems, by a simple change in IBM control cards. A comparison is made between secondary radiation patterns of the NRL antenna measured by DOD Satellite and those obtained by analytical/numerical methods at a frequency of 7.3 GHz

    Increasing rendering performance of graphics hardware

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    Graphics Processing Unit (GPU) performance is increasing faster than central processing unit (CPU) performance. This growth is driven by performance improvements that can be divided into the following three categories: algorithmic improvements, architectural improvements, and circuit-level improvements. In this dissertation I present techniques that improve the rendering performance of graphics hardware measured in speed, power consumption or image quality in each of these three areas. At the algorithmic level, I introduce a method for using graphics hardware to rapidly and efficiently generate summed-area tables, which are data structures that hold pre-computed two-dimensional integrals of subsets of a given image, and present several novel rendering techniques that take advantage of summed-area tables to produce dynamic, high-quality images at interactive frame rates. These techniques improve the visual quality of images rendered on current commodity GPUs without requiring modifications to the underlying hardware or architecture. At the architectural level, I propose modifications to the architecture of current GPUs that add conditional streaming capabilities. I describe a novel GPU-based ray-tracing algorithm that takes advantage of conditional output streams to reduce the memory bandwidth requirements by over an order of magnitude times when compared to previous techniques. At the circuit level, I propose a compute-on-demand paradigm for the design of high-speed and energy-efficient graphics components. The goal of the compute-on-demand paradigm is to only perform computation at the bit-level when needed. The compute-on-demand paradigm exploits the data-dependent nature of computation, and thereby obtains speed and energy improvements by optimizing designs for the common case. This approach is illustrated with the design of a high-speed Z-comparator that is implemented using asynchronous logic. Asynchronous or "clockless" circuits were chosen for my implementations since they allow for data-dependent completion times and reduced power consumption by disabling inactive components. The resulting circuit-level implementation runs over 1.5 times faster while on dissipating 25% the energy of a comparable synchronous comparator for the average case. Also at the circuit-level, I introduce a novel implementation of counterflow pipelining, which allows two streams of data to flow in opposite directions within the same pipeline without the need for complex arbitration. The advantages of this implementation are demonstrated by the design of a high-speed asynchronous Booth multiplier. While both the comparator and the multiplier are useful components of a graphics pipeline, the objective of this work was to propose the new design paradigm as a promising alternative to current graphics hardware design practices

    The Standing Wave Phenomenon in Radio Telescopes; Frequency Modulation of the WSRT Primary Beam

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    Inadequacies in the knowledge of the primary beam response of current interferometric arrays often form a limitation to the image fidelity. We hope to overcome these limitations by constructing a frequency-resolved, full-polarization empirical model for the primary beam of the Westerbork Synthesis Radio Telescope (WSRT). Holographic observations, sampling angular scales between about 5 arcmin and 11 degrees, were obtained of a bright compact source (3C147). These permitted measurement of voltage response patterns for seven of the fourteen telescopes in the array and allowed calculation of the mean cross-correlated power beam. Good sampling of the main-lobe, near-in, and far-side-lobes out to a radius of more than 5 degrees was obtained. A robust empirical beam model was detemined in all polarization products and at frequencies between 1322 and 1457 MHz with 1 MHz resolution. Substantial departures from axi-symmetry are apparent in the main-lobe as well as systematic differences between the polarization properties. Surprisingly, many beam properties are modulated at the 5 to 10% level with changing frequency. These include: (1) the main beam area, (2) the side-lobe to main-lobe power ratio, and (3) the effective telescope aperture. These semi-sinusoidsal modulations have a basic period of about 17 MHz, consistent with the natural 'standing wave' period of a 8.75 m focal distance. The deduced frequency modulations of the beam pattern were verified in an independent long duration observation using compact continuum sources at very large off-axis distances. Application of our frequency-resolved beam model should enable higher dynamic range and improved image fidelity for interferometric observations in complex fields. (abridged)Comment: 12 pages, 11 figures, Accepted for publication in A&A, figures compressed to low resolution; high-resolution version available at: http://www.astro.rug.nl/~popping/wsrtbeam.pd

    A system for automated tracking of motor components in neurophysiological research

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    In the study of motor systems it is often necessary to track the movements of an experimental animal in great detail to allow for interpretation of recorded brain signals corresponding to different control signals. This task becomes increasingly difficult when analyzing complex compound movements in freely moving animals. One example of a complex motor behavior that can be studied in rodents is the skilled reaching test where animals are trained to use their forepaws to grasp small food objects, in many ways similar to human hand use. To fully exploit this model in neurophysiological research it is desirable to describe the kinematics at the level of movements around individual joints in 3D space since this permits analyses of how neuronal control signals relate to complex movement patterns. To this end, we have developed an automated system that estimates the paw pose using an anatomical paw model and recorded video images from six different image planes in rats chronically implanted with recording electrodes in neuronal circuits involved in selection and execution of forelimb movements. The kinematic description provided by the system allowed for a decomposition of reaching movements into a subset of motor components. Interestingly, firing rates of individual neurons were found to be modulated in relation to the actuation of these motor components suggesting that sets of motor primitives may constitute building blocks for the encoding of movement commands in motor circuits. The designed system will, thus, enable a more detailed analytical approach in neurophysiological studies of motor systems
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