14,326 research outputs found

    Ray Tracing Structured AMR Data Using ExaBricks

    Full text link
    Structured Adaptive Mesh Refinement (Structured AMR) enables simulations to adapt the domain resolution to save computation and storage, and has become one of the dominant data representations used by scientific simulations; however, efficiently rendering such data remains a challenge. We present an efficient approach for volume- and iso-surface ray tracing of Structured AMR data on GPU-equipped workstations, using a combination of two different data structures. Together, these data structures allow a ray tracing based renderer to quickly determine which segments along the ray need to be integrated and at what frequency, while also providing quick access to all data values required for a smooth sample reconstruction kernel. Our method makes use of the RTX ray tracing hardware for surface rendering, ray marching, space skipping, and adaptive sampling; and allows for interactive changes to the transfer function and implicit iso-surfacing thresholds. We demonstrate that our method achieves high performance with little memory overhead, enabling interactive high quality rendering of complex AMR data sets on individual GPU workstations

    Interactive isosurface ray tracing of time-varying tetrahedral volumes

    Get PDF
    Journal ArticleAbstract- We describe a system for interactively rendering isosurfaces of tetrahedral finite-element scalar fields using coherent ray tracing techniques on the CPU. By employing state-of-the art methods in polygonal ray tracing, namely aggressive packet/frustum traversal of a bounding volume hierarchy, we can accomodate large and time-varying unstructured data. In conjunction with this efficiency structure, we introduce a novel technique for intersecting ray packets with tetrahedral primitives. Ray tracing is flexible, allowing for dynamic changes in isovalue and time step, visualization of multiple isosurfaces, shadows, and depth-peeling transparency effects. The resulting system offers the intuitive simplicity of isosurfacing, guaranteed-correct visual results, and ultimately a scalable, dynamic and consistently interactive solution for visualizing unstructured volumes

    Real-time ray tracing of volumetric data

    Get PDF
    As hardware development advances, ray tracing becomes more and more viable for real-time. Even ray tracing for volumetric data is possible with interactive frame rates. The molecular visualization program VMD is about to be extended to use volumetric ray tracing to enhance the image quality. In this thesis I show the implementation of a volumetric ray tracer that achieves interactive frame rates. The NVIDIA OptiX framework is used as the foundation for the ray tracing. OptiX is a programmable ray tracing framework designed to help developers to build ray tracing applications. Volumetric ray tracing is implemented using direct volume rendering via ray marching. The problems of intersecting geometry and translucency are solved by casting further rays and good image quality is achieved using a local approximation for ambient occlusion. The results show that interactive frame rates are possible for standard desktop PCs. But with activated ambient occlusion only offline rendering can be used.Mit der fortschreitenden Hardware-Entwicklung wird es immer praktikable Raytracing in Echtzeit durchzuführen. Auch für die volumetrische Daten ist es möglich, interaktiven Bildraten zu erzeugen. Das molekulare Visualisierungsprogramm VMD soll erweitert werden volumetrisches Raytracing zu verwenden, um die Bildqualität zu verbessern. In dieser Arbeit zeige Ich die Implementierung eines volumetrischen Raytracer, welcher interaktive Bildraten erreicht. Das NVIDIA OptiX Framework wird als Grundlage für das Raytracing eingesetzt. OptiX ist ein programmierbarsr Raytracing Framework, welches um Entwicklern hilft, Raytracing-Anwendungen zu erstellen. Volumetrisches Raytracing wurde über das direkte Volumen Rendering Verfahren namens Ray Marching implementiert. Die Probleme von überschneudender Geometrie und Transparanez wurden durch das Erzeugen weiterer Strahlen gelöst und eine gute Bildqualität wurde durch eine lokale Näherung für Ambient Occlusion erreicht. Die Ergebnisse zeigen, dass für Standard-Desktop-PCs interaktive Bildraten möglich sind. Mit aktiviertem Ambient Occlusion kann jedoch nur offline Rendering verwendet werden

    Ray Casting for Iso-surface in Volumetric Data

    Get PDF
    Volume data visualization is an active field of research and development. It can be applied in many areas such as medical, oil and gas exploration, etc... Although volume visualization is highly computational cost, there is a vision of real time volumetric visualization systems based on interactive ray tracing. Over the years, many rendering algorithms have been created and enhanced. The focus of this project is to develop a simple ray casting program for volumetric data. The program will be able to render specific volume data using a single processor in a reasonable amount of time. It is opento improve for implementation on multiprocessors. The thesis will compare some existing algorithms for ray casting in terms of image quality, computing time, complexity and so forth. The thesis includes a proposal of new multisampling algorithm, which significantly reduces rendering time while producing similar quality of image with existing algorithms

    Volume ray casting techniques and applications using general purpose computations on graphics processing units

    Get PDF
    Traditional 3D computer graphics focus on rendering the exterior of objects. Volume rendering is a technique used to visualize information corresponding to the interior of an object, commonly used in medical imaging and other fields. Visualization of such data may be accomplished by ray casting; an embarrassingly parallel algorithm also commonly used in ray tracing. There has been growing interest in performing general purpose computations on graphics processing units (GPGPU), which are capable exploiting parallel applications and yielding far greater performance than sequential implementations on CPUs. Modern GPUs allow for rapid acceleration of volume rendering applications, offering affordable high performance visualization systems. This thesis explores volume ray casting performance and visual quality enhancements using the NVIDIA CUDA platform, and demonstrates how high quality volume renderings can be produced with interactive and real time frame rates on modern commodity graphics hardware. A number of techniques are employed in this effort, including early ray termination, super sampling and texture filtering. In a performance comparison of a sequential versus CUDA implementation on high-end hardware, the latter is capable of rendering 60 frames per second with an impressive price-performance ratio heavily favoring GPUs. A number of unique volume rendering applications are explored including multiple volume rendering capable of arbitrary placement and rigid volume registration, hypertexturing and stereoscopic anaglyphs, each greatly enhanced by the real time interaction of volume data. The techniques and applications discussed in this thesis may prove to be invaluable tools in fields such as medical and molecular imaging, flow and scientific visualization, engineering drawing and many others

    The Iray Light Transport Simulation and Rendering System

    Full text link
    While ray tracing has become increasingly common and path tracing is well understood by now, a major challenge lies in crafting an easy-to-use and efficient system implementing these technologies. Following a purely physically-based paradigm while still allowing for artistic workflows, the Iray light transport simulation and rendering system allows for rendering complex scenes by the push of a button and thus makes accurate light transport simulation widely available. In this document we discuss the challenges and implementation choices that follow from our primary design decisions, demonstrating that such a rendering system can be made a practical, scalable, and efficient real-world application that has been adopted by various companies across many fields and is in use by many industry professionals today

    Progressive refinement rendering of implicit surfaces

    Get PDF
    The visualisation of implicit surfaces can be an inefficient task when such surfaces are complex and highly detailed. Visualising a surface by first converting it to a polygon mesh may lead to an excessive polygon count. Visualising a surface by direct ray casting is often a slow procedure. In this paper we present a progressive refinement renderer for implicit surfaces that are Lipschitz continuous. The renderer first displays a low resolution estimate of what the final image is going to be and, as the computation progresses, increases the quality of this estimate at an interactive frame rate. This renderer provides a quick previewing facility that significantly reduces the design cycle of a new and complex implicit surface. The renderer is also capable of completing an image faster than a conventional implicit surface rendering algorithm based on ray casting

    Exposure Render: An Interactive Photo-Realistic Volume Rendering Framework

    Get PDF
    The field of volume visualization has undergone rapid development during the past years, both due to advances in suitable computing hardware and due to the increasing availability of large volume datasets. Recent work has focused on increasing the visual realism in Direct Volume Rendering (DVR) by integrating a number of visually plausible but often effect-specific rendering techniques, for instance modeling of light occlusion and depth of field. Besides yielding more attractive renderings, especially the more realistic lighting has a positive effect on perceptual tasks. Although these new rendering techniques yield impressive results, they exhibit limitations in terms of their exibility and their performance. Monte Carlo ray tracing (MCRT), coupled with physically based light transport, is the de-facto standard for synthesizing highly realistic images in the graphics domain, although usually not from volumetric data. Due to the stochastic sampling of MCRT algorithms, numerous effects can be achieved in a relatively straight-forward fashion. For this reason, we have developed a practical framework that applies MCRT techniques also to direct volume rendering (DVR). With this work, we demonstrate that a host of realistic effects, including physically based lighting, can be simulated in a generic and flexible fashion, leading to interactive DVR with improved realism. In the hope that this improved approach to DVR will see more use in practice, we have made available our framework under a permissive open source license
    • …
    corecore