1,460 research outputs found

    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

    VolumeEVM: A new surface/volume integrated model

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    Volume visualization is a very active research area in the field of scien-tific visualization. The Extreme Vertices Model (EVM) has proven to be a complete intermediate model to visualize and manipulate volume data using a surface rendering approach. However, the ability to integrate the advantages of surface rendering approach with the superiority in visual exploration of the volume rendering would actually produce a very complete visualization and edition system for volume data. Therefore, we decided to define an enhanced EVM-based model which incorporates the volumetric information required to achieved a nearly direct volume visualization technique. Thus, VolumeEVM was designed maintaining the same EVM-based data structure plus a sorted list of density values corresponding to the EVM-based VoIs interior voxels. A function which relates interior voxels of the EVM with the set of densities was mandatory to be defined. This report presents the definition of this new surface/volume integrated model based on the well known EVM encoding and propose implementations of the main software-based direct volume rendering techniques through the proposed model.Postprint (published version

    Multiple dataset visualization (MDV) framework for scalar volume data

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    Many applications require comparative analysis of multiple datasets representing different samples, conditions, time instants, or views in order to develop a better understanding of the scientific problem/system under consideration. One effective approach for such analysis is visualization of the data. In this PhD thesis, we propose an innovative multiple dataset visualization (MDV) approach in which two or more datasets of a given type are rendered concurrently in the same visualization. MDV is an important concept for the cases where it is not possible to make an inference based on one dataset, and comparisons between many datasets are required to reveal cross-correlations among them. The proposed MDV framework, which deals with some fundamental issues that arise when several datasets are visualized together, follows a multithreaded architecture consisting of three core components, data preparation/loading, visualization and rendering. The visualization module - the major focus of this study, currently deals with isosurface extraction and texture-based rendering techniques. For isosurface extraction, our all-in-memory approach keeps datasets under consideration and the corresponding geometric data in the memory. Alternatively, the only-polygons- or points-in-memory only keeps the geometric data in memory. To address the issues related to storage and computation, we develop adaptive data coherency and multiresolution schemes. The inter-dataset coherency scheme exploits the similarities among datasets to approximate the portions of isosurfaces of datasets using the isosurface of one or more reference datasets whereas the intra/inter-dataset multiresolution scheme processes the selected portions of each data volume at varying levels of resolution. The graphics hardware-accelerated approaches adopted for MDV include volume clipping, isosurface extraction and volume rendering, which use 3D textures and advanced per fragment operations. With appropriate user-defined threshold criteria, we find that various MDV techniques maintain a linear time-N relationship, improve the geometry generation and rendering time, and increase the maximum N that can be handled (N: number of datasets). Finally, we justify the effectiveness and usefulness of the proposed MDV by visualizing 3D scalar data (representing electron density distributions in magnesium oxide and magnesium silicate) from parallel quantum mechanical simulation

    Tehnike zrcaljenja u Real-Time računalnoj grafici

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    Reflections have a long history in computer graphics, as they are important for conveying a sense of realism as well as depth and proportion. Their implementations come with a multitude of difficulties, and each solution typically has various trade-offs. Approaches highly depend on the geometry of the reflective surface since curved reflectors are usually more difficult to portray accurately. Techniques can typically be categorized by whether they work with the actual geometry of the reflected objects or with an image of these objects. For curved surfaces, image-based techniques are usually preferred, whereas for planar surfaces the reflected geometry can be used more easily because of the lack of distortion. With current advances in graphics hardware technology, ray tracing is also becoming more viable for real-time applications. Many modern solutions often combine multiple approaches to form a hybrid technique. In this paper, we give an overview of the techniques used in computer graphics applications to create real-time reflections. We highlight the trade-offs that have to be dealt with when choosing a particular technique, as well as their ability to produce interreflections. Finally, we describe how contemporary state-of-the-art rendering engines deal with reflections.Zrcaljenja imaju dugu povijest primjene u računalnoj grafici zbog njihove važnosti u prenošenju realističnosti prikaza te prikaza dubine i omjera na slikama. Pri implementaciji zrcaljenja dolazimo do raznih teškoća i svako novo rješenje često imaju svoju cijenu. Pristupi implementacije ovise o geometriji plohe na kojoj leži prikaz, Što je ploha zakrivljenija, to je teže postići vjerni prikaz. Tehnike možemo kategorizirati u one koje rade sa stvarnom geometrijom zrcaljenih objekata te one koje rade samo sa slikama objekata. Kod zakrivljenih ploha koriste se tehnike bazirane na slikama, dok se kod ravninskih ploha koristi zrcaljena geometrija jer nema iskrivljenja. Zahvaljujući trenutnom razvoju tehnologije grafičkih hardvera, metoda praćenja zraka (ray tracing) postaje sve isplativija u real-time primjeni. Mnoga moderna rješenja kombiniraju razne pristupe i dolazi do hibridnih tehnika. U ovom radu dajemo pregled tehnika korištenih u primjeni računalne grafike za postizanje real-time zrcalnih slika. Naglašavamo probleme koji nastaju pri korištenju određene tehnike te njihove mogućnosti u pogledu stvaranja međuzrcaljenja. Naposljetku, opisujemo kako moderni alati za renderiranje rješavaju probleme zrcaljenj

    Real-time hybrid cutting with dynamic fluid visualization for virtual surgery

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    It is widely accepted that a reform in medical teaching must be made to meet today's high volume training requirements. Virtual simulation offers a potential method of providing such trainings and some current medical training simulations integrate haptic and visual feedback to enhance procedure learning. The purpose of this project is to explore the capability of Virtual Reality (VR) technology to develop a training simulator for surgical cutting and bleeding in a general surgery

    A hybrid hair model using three dimensional fuzzy textures

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    Cataloged from PDF version of article.Human hair modeling and rendering have always been a challenging topic in computer graphics. The techniques for human hair modeling consist of explicit geometric models as well as volume density models. Recently, hybrid cluster models have also been successful in this subject. In this study, we present a novel three dimensional texture model called 3D Fuzzy Textures and algorithms to generate them. Then, we use the developed model along with a cluster model to give human hair complex hairstyles such as curly and wavy styles. Our model requires little user effort to model curly and wavy hair styles. With this study, we aim at eliminating the drawbacks of the volume density model and the cluster hair model with 3D fuzzy textures. A three dimensional cylindrical texture mapping function is introduced for mapping purposes. Current generation graphics hardware is utilized in the design of rendering system enabling high performance rendering.Aran, Medeni ErolM.S

    A Method of Rendering CSG-Type Solids Using a Hybrid of Conventional Rendering Methods and Ray Tracing Techniques

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    This thesis describes a fast, efficient and innovative algorithm for producing shaded, still images of complex objects, built using constructive solid geometry ( CSG ) techniques. The algorithm uses a hybrid of conventional rendering methods and ray tracing techniques. A description of existing modelling and rendering methods is given in chapters 1, 2 and 3, with emphasis on the data structures and rendering techniques selected for incorporation in the hybrid method. Chapter 4 gives a general description of the hybrid method. This method processes data in the screen coordinate system and generates images in scan-line order. Scan lines are divided into spans (or segments) using the bounding rectangles of primitives calculated in screen coordinates. Conventional rendering methods and ray tracing techniques are used interchangeably along each scan-line. The method used is detennined by the number of primitives associated with a particular span. Conventional rendering methods are used when only one primitive is associated with a span, ray tracing techniques are used for hidden surface removal when two or more primitives are involved. In the latter case each pixel in the span is evaluated by accessing the polygon that is visible within each primitive associated with the span. The depth values (i. e. z-coordinates derived from the 3-dimensional definition) of the polygons involved are deduced for the pixel's position using linear interpolation. These values are used to determine the visible polygon. The CSG tree is accessed from the bottom upwards via an ordered index that enables the 'visible' primitives on any particular scan-line to be efficiently located. Within each primitive an ordered path through the data structure provides the polygons potentially visible on a particular scan-line. Lists of the active primitives and paths to potentially visible polygons are maintained throughout the rendering step and enable span coherence and scan-line coherence to be fully utilised. The results of tests with a range of typical objects and scenes are provided in chapter 5. These results show that the hybrid algorithm is significantly faster than full ray tracing algorithms

    Real-time Global Illumination by Simulating Photon Mapping

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