1,315 research outputs found

    Fluids real-time rendering

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    In this thesis the existing methods for realistic visualization of uids in real-time are reviewed. The correct handling of the interaction of light with a uid surface can highly increase the realism of the rendering, therefore method for physically accurate rendering of re ections and refractions will be used. The light- uid interaction does not stop at the surface, but continues inside the uid volume, causing caustics and beams of light. The simulation of uids require extremely time-consuming processes to achieve physical accuracy and will not be explored, although the main concepts will be given. Therefore, the main goals of this work are: Study and review the existing methods for rendering uids in realtime. Find a simpli ed physical model of light interaction, because a complete physically correct model would not achieve real-time. Develop an application that uses the found methods and the light interaction model

    Efficient algorithms for the realistic simulation of fluids

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    Nowadays there is great demand for realistic simulations in the computer graphics field. Physically-based animations are commonly used, and one of the more complex problems in this field is fluid simulation, more so if real-time applications are the goal. Videogames, in particular, resort to different techniques that, in order to represent fluids, just simulate the consequence and not the cause, using procedural or parametric methods and often discriminating the physical solution. This need motivates the present thesis, the interactive simulation of free-surface flows, usually liquids, which are the feature of interest in most common applications. Due to the complexity of fluid simulation, in order to achieve real-time framerates, we have resorted to use the high parallelism provided by actual consumer-level GPUs. The simulation algorithm, the Lattice Boltzmann Method, has been chosen accordingly due to its efficiency and the direct mapping to the hardware architecture because of its local operations. We have created two free-surface simulations in the GPU: one fully in 3D and another restricted only to the upper surface of a big bulk of fluid, limiting the simulation domain to 2D. We have extended the latter to track dry regions and is also coupled with obstacles in a geometry-independent fashion. As it is restricted to 2D, the simulation loses some features due to the impossibility of simulating vertical separation of the fluid. To account for this we have coupled the surface simulation to a generic particle system with breaking wave conditions; the simulations are totally independent and only the coupling binds the LBM with the chosen particle system. Furthermore, the visualization of both systems is also done in a realistic way within the interactive framerates; raycasting techniques are used to provide the expected light-related effects as refractions, reflections and caustics. Other techniques that improve the overall detail are also applied as low-level detail ripples and surface foam

    Faster data structures and graphics hardware techniques for high performance rendering

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    Computer generated imagery is used in a wide range of disciplines, each with different requirements. As an example, real-time applications such as computer games have completely different restrictions and demands than offline rendering of feature films. A game has to render quickly using only limited resources, yet present visually adequate images. Film and visual effects rendering may not have strict time requirements but are still required to render efficiently utilizing huge render systems with hundreds or even thousands of CPU cores. In real-time rendering, with limited time and hardware resources, it is always important to produce as high rendering quality as possible given the constraints available. The first paper in this thesis presents an analytical hardware model together with a feed-back system that guarantees the highest level of image quality subject to a limited time budget. As graphics processing units grow more powerful, power consumption becomes a critical issue. Smaller handheld devices have only a limited source of energy, their battery, and both small devices and high-end hardware are required to minimize energy consumption not to overheat. The second paper presents experiments and analysis which consider power usage across a range of real-time rendering algorithms and shadow algorithms executed on high-end, integrated and handheld hardware. Computing accurate reflections and refractions effects has long been considered available only in offline rendering where time isn’t a constraint. The third paper presents a hybrid approach, utilizing the speed of real-time rendering algorithms and hardware with the quality of offline methods to render high quality reflections and refractions in real-time. The fourth and fifth paper present improvements in construction time and quality of Bounding Volume Hierarchies (BVH). Building BVHs faster reduces rendering time in offline rendering and brings ray tracing a step closer towards a feasible real-time approach. Bonsai, presented in the fourth paper, constructs BVHs on CPUs faster than contemporary competing algorithms and produces BVHs of a very high quality. Following Bonsai, the fifth paper presents an algorithm that refines BVH construction by allowing triangles to be split. Although splitting triangles increases construction time, it generally allows for higher quality BVHs. The fifth paper introduces a triangle splitting BVH construction approach that builds BVHs with quality on a par with an earlier high quality splitting algorithm. However, the method presented in paper five is several times faster in construction time

    Dense Reconstruction of Transparent Objects by Altering Incident Light Paths Through Refraction

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    Real-Time Rough Refraction

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    International audienceWe present an algorithm to render objects of transparent materials with rough surfaces in real-time, under distant illumination. Rough surfaces cause wide scattering as light enters and exits objects, which significantly complicates the rendering of such materials. We present two contributions to approximate the successive scattering events at interfaces, due to rough refraction : First, an approximation of the Bidirectional Transmittance Distribution Function (BTDF), using spherical Gaussians, suitable for real-time estimation of environment lighting using pre-convolution; second, a combination of cone tracing and macro-geometry filtering to efficiently integrate the scattered rays at the exiting interface of the object. We demonstrate the quality of our approximation by comparison against stochastic raytracing

    Distribution of oceanic crust in the Enderby Basin offshore East Antarctica

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    Seismic reflection and refraction data were collected in 2007 and 2012 to reveal the crustal fabric on a single long composite profile offshore Prydz Bay, East Antarctica. A P-wave velocity model provides insights on the crustal fabric, and a gravity-constrained density model is used to describe the crustal and mantle structure. The models show that a 230-km- wide continent–ocean transition separates stretched continental from oceanic crust along our profile. While the oceanic crust close to the continent–ocean boundary is just 3.5–5 km thick, its thickness increases northwards towards the Southern Kerguelen Plateau to 12 km. This change is accompanied by thickening of a lower crustal layer with high P-wave velocities of up to 7.5 km s–1, marking intrusive rocks emplaced beneath the mid-ocean ridge under increasing influence of the Kerguelen plume. Joint interpretations of our crustal model, seismic reflection data and magnetic data sets constrain the age and extent of oceanic crust in the research area. Oceanic crust is shown to continue to around 160 km farther south than has been interpreted in previous data, with profound implications for plate kinematic models of the region. Finally, by combining our findings with a regional magnetic data compilation and regional seismic reflection data we propose a larger extent of oceanic crust in the Enderby Basin than previously known

    Wide-angle seismic transect reveals the crustal structure of(f) southern Sri Lanka

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    We present results derived from a seismic refraction experiment and gravity measurements about the upper mantle and crustal structure of southern Sri Lanka and the adjacent Indian Ocean. A P-wave velocity model was derived using forward modelling of the observed travel times along a 509 km long, N-S trending profile at 81°E longitude. Our results show that the continental crust below southern Sri Lanka is up to 38 km thick. A ~65 km wide transition zone, which thins seaward to ~7 km thickness, divides stretched continental from oceanic crust. The adjacent, 4.7 to 7 km thick normal oceanic crust is covered by up to 4 km thick sediments. The oceanic crust is characterized by intra-crustal reflections and displays P-wave velocity variations, especially in oceanic layer 2, along our profile. In the central part of the profile, the uppermost mantle layer is characterized by normal P-wave mantle velocities of 8.0 -8.1 km/s. At the southern end of the profile, unusual low upper mantle seismic velocities, ranging from 7.5 to 7.6 km/s only, characterize the uppermost mantle layer. These low upper mantle velocities are probably caused by serpentinized upper mantle. At even greater depths the upper mantle layer is characterized by velocities of 8.3 km/s on average. The type of margin along our profile is difficult to identify, since it is characterized by features typical for different types of margins

    Photorealistic physically based render engines: a comparative study

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    PĂ©rez Roig, F. (2012). Photorealistic physically based render engines: a comparative study. http://hdl.handle.net/10251/14797.Archivo delegad
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