310 research outputs found

    Real-time Global Illumination by Simulating Photon Mapping

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    Hardware-accelerated interactive data visualization for neuroscience in Python.

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    Large datasets are becoming more and more common in science, particularly in neuroscience where experimental techniques are rapidly evolving. Obtaining interpretable results from raw data can sometimes be done automatically; however, there are numerous situations where there is a need, at all processing stages, to visualize the data in an interactive way. This enables the scientist to gain intuition, discover unexpected patterns, and find guidance about subsequent analysis steps. Existing visualization tools mostly focus on static publication-quality figures and do not support interactive visualization of large datasets. While working on Python software for visualization of neurophysiological data, we developed techniques to leverage the computational power of modern graphics cards for high-performance interactive data visualization. We were able to achieve very high performance despite the interpreted and dynamic nature of Python, by using state-of-the-art, fast libraries such as NumPy, PyOpenGL, and PyTables. We present applications of these methods to visualization of neurophysiological data. We believe our tools will be useful in a broad range of domains, in neuroscience and beyond, where there is an increasing need for scalable and fast interactive visualization

    MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures

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    Neural Radiance Fields (NeRFs) have demonstrated amazing ability to synthesize images of 3D scenes from novel views. However, they rely upon specialized volumetric rendering algorithms based on ray marching that are mismatched to the capabilities of widely deployed graphics hardware. This paper introduces a new NeRF representation based on textured polygons that can synthesize novel images efficiently with standard rendering pipelines. The NeRF is represented as a set of polygons with textures representing binary opacities and feature vectors. Traditional rendering of the polygons with a z-buffer yields an image with features at every pixel, which are interpreted by a small, view-dependent MLP running in a fragment shader to produce a final pixel color. This approach enables NeRFs to be rendered with the traditional polygon rasterization pipeline, which provides massive pixel-level parallelism, achieving interactive frame rates on a wide range of compute platforms, including mobile phones.Comment: CVPR 2023. Project page: https://mobile-nerf.github.io, code: https://github.com/google-research/jax3d/tree/main/jax3d/projects/mobilener

    Interactive deformation and visualization of level set surfaces using graphics hardware

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    technical reportDeformable isosurfaces, implemented with level-set methods, have demonstrated a great potential in visualization for applications such as segmentation, surface process- ing, and surface reconstruction. Their usefulness has been limited, however, by two problems. First, 3D level sets are relatively slow to compute. Second, their formulation usually entails several free parameters that can be difficult to tune correctly for specific applications. The second problem is compounded by the first. This paper presents a solution to these challenges by describing graphics processor (GPU) based algorithms for solving and visualizing level-set solutions at interactive rates. Our efficient GPU- based solution relies on packing the level-set isosurface data into a dynamic, sparse texture format. As the level set moves, this sparse data structure is updated via a novel GPU to CPU message passing scheme. When the level-set solver is integrated with a real-time volume renderer operating on the same p

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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

    Interactive Video Game Content Authoring using Procedural Methods

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    This thesis explores avenues for improving the quality and detail of game graphics, in the context of constraints that are common to most game development studios. The research begins by identifying two dominant constraints; limitations in the capacity of target gaming hardware/platforms, and processes that hinder the productivity of game art/content creation. From these constraints, themes were derived which directed the research‟s focus. These include the use of algorithmic or „procedural‟ methods in the creation of graphics content for games, and the use of an „interactive‟ content creation strategy, to better facilitate artist production workflow. Interactive workflow represents an emerging paradigm shift in content creation processes used by the industry, which directly integrates game rendering technology into the content authoring process. The primary motivation for this is to provide „high frequency‟ visual feedback that enables artists to see games content in context, during the authoring process. By merging these themes, this research develops a production strategy that takes advantage of „high frequency feedback‟ in an interactive workflow, to directly expose procedural methods to artists‟, for use in the content creation process. Procedural methods have a characteristically small „memory footprint‟ and are capable of generating massive volumes of data. Their small „size to data volume‟ ratio makes them particularly well suited for use in game rendering situations, where capacity constraints are an issue. In addition, an interactive authoring environment is well suited to the task of setting parameters for procedural methods, reducing a major barrier to their acceptance by artists. An interactive content authoring environment was developed during this research. Two algorithms were designed and implemented. These algorithms provide artists‟ with abstract mechanisms which accelerate common game content development processes; namely object placement in game environments, and the delivery of variation between similar game objects. In keeping with the theme of this research, the core functionality of these algorithms is delivered via procedural methods. Through this, production overhead that is associated with these content development processes is essentially offloaded from artists onto the processing capability of modern gaming hardware. This research shows how procedurally based content authoring algorithms not only harmonize with the issues of hardware capacity constraints, but also make the authoring of larger and more detailed volumes of games content more feasible in the game production process. Algorithms and ideas developed during this research demonstrate the use of procedurally based, interactive content creation, towards improving detail and complexity in the graphics of games

    Towards a High Quality Real-Time Graphics Pipeline

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    Modern graphics hardware pipelines create photorealistic images with high geometric complexity in real time. The quality is constantly improving and advanced techniques from feature film visual effects, such as high dynamic range images and support for higher-order surface primitives, have recently been adopted. Visual effect techniques have large computational costs and significant memory bandwidth usage. In this thesis, we identify three problem areas and propose new algorithms that increase the performance of a set of computer graphics techniques. Our main focus is on efficient algorithms for the real-time graphics pipeline, but parts of our research are equally applicable to offline rendering. Our first focus is texture compression, which is a technique to reduce the memory bandwidth usage. The core idea is to store images in small compressed blocks which are sent over the memory bus and are decompressed on-the-fly when accessed. We present compression algorithms for two types of texture formats. High dynamic range images capture environment lighting with luminance differences over a wide intensity range. Normal maps store perturbation vectors for local surface normals, and give the illusion of high geometric surface detail. Our compression formats are tailored to these texture types and have compression ratios of 6:1, high visual fidelity, and low-cost decompression logic. Our second focus is tessellation culling. Culling is a commonly used technique in computer graphics for removing work that does not contribute to the final image, such as completely hidden geometry. By discarding rendering primitives from further processing, substantial arithmetic computations and memory bandwidth can be saved. Modern graphics processing units include flexible tessellation stages, where rendering primitives are subdivided for increased geometric detail. Images with highly detailed models can be synthesized, but the incurred cost is significant. We have devised a simple remapping technique that allowsfor better tessellation distribution in screen space. Furthermore, we present programmable tessellation culling, where bounding volumes for displaced geometry are computed and used to conservatively test if a primitive can be discarded before tessellation. We introduce a general tessellation culling framework, and an optimized algorithm for rendering of displaced Bézier patches, which is expected to be a common use case for graphics hardware tessellation. Our third and final focus is forward-looking, and relates to efficient algorithms for stochastic rasterization, a rendering technique where camera effects such as depth of field and motion blur can be faithfully simulated. We extend a graphics pipeline with stochastic rasterization in spatio-temporal space and show that stochastic motion blur can be rendered with rather modest pipeline modifications. Furthermore, backface culling algorithms for motion blur and depth of field rendering are presented, which are directly applicable to stochastic rasterization. Hopefully, our work in this field brings us closer to high quality real-time stochastic rendering
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