34 research outputs found

    Real-time rendering of cities at night

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    En synthĂšse d’images, dĂ©terminer la couleur d’une surface au pixel d’une image doit considĂ©rer toutes les sources de lumiĂšre de la scĂšne pour Ă©valuer leur contribution lumineuse sur la surface en question. Cette Ă©valuation de la visibilitĂ© et en l’occurrence de la radiance incidente des sources de lumiĂšre est trĂšs coĂ»teuse. Elle n’est gĂ©nĂ©ralement pas traitĂ©e pour chaque source de lumiĂšre en rendu temps-rĂ©el. Une ville en pleine nuit est un exemple de telle scĂšne comportant une grande quantitĂ© de sources de lumiĂšre pour lesquelles les rendus temps-rĂ©el modernes ne peuvent pas Ă©valuer la visibilitĂ© de toutes les sources de lumiĂšre individuelles. Nous prĂ©sentons une technique exploitant la cohĂ©rence spatiale des villes et la co-hĂ©rence temporelle des rendus temps-rĂ©el pour accĂ©lĂ©rer le calcul de la visibilitĂ© des sources de lumiĂšre. Notre technique de visibilitĂ© profite des bloqueurs naturels et prĂ©-dominants de la ville pour rapidement rĂ©duire la liste de sources de lumiĂšre Ă  Ă©valuer etainsi, accĂ©lĂ©rer le calcul de la visibilitĂ© en assumant des bloqueurs sous forme de boĂźtes alignĂ©es majoritairement selon certains axes dominants. Pour garantir la propagation des occultations, nous fusionnons les bloqueurs adjacents dans un seul et mĂȘme bloqueur conservateur en termes d’occultations. Notre technique relie la visibilitĂ© de la camĂ©ra avec la visibilitĂ© des surfaces pour rĂ©duire le nombre d’évaluations Ă  effectuer Ă  chaque rendu, et ne calcule la visibilitĂ© que pour les surfaces visibles du point de vue de la camĂ©ra. Finalement, nous intĂ©grons la technique de visibilitĂ© avec une technique de rendu rĂ©aliste, Lightcuts, qui a Ă©tĂ© mise Ă  jour sur GPU dans un scĂ©nario de rendu temps-rĂ©el. MĂȘme si notre technique ne permettra pas d’atteindre le temps-rĂ©el en gĂ©nĂ©ral dans une scĂšne complexe, elle rĂ©duit suffisamment les contraintes pour espĂ©rer y arriver un jour.In image synthesis, to determine the final color of a surface at a specific image pixel,we must consider all potential light sources and evaluate if they contribute to the illumination. Since such evaluation is slow, real-time renderers traditionally do not evaluate each light source, and instead preemptively choose locally important light sources for which to evaluate visibility. A city at night is such a scene containing many light sources for which modern real-time renderers cannot allow themselves to evaluate every light source at every frame.We present a technique exploiting spatial coherency in cities and temporal coherency of real-time walkthroughs to reduce visibility evaluations in such scenes. Our technique uses the natural and predominant occluders of a city to efficiently reduce the number of light sources to evaluate. To further accelerate the evaluation we project the bounding boxes of buildings instead of their detailed model (these boxes should be oriented mostly along a few directions), and fuse adjacent occluders on an occlusion plane to form larger conservative occluders. Our technique also integrates results from camera visibility to further reduce the number of visibility evaluations executed per frame, and evaluates visible light sources for facades visible from the point of view of the camera. Finally, we integrate an offline rendering technique, Lightcuts, by adapting it to real-time GPU rendering to further save on rendering time.Even though our technique does not achieve real-time frame rates in a complex scene,it reduces the complexity of the problem enough so that we can hope to achieve such frame rates one day

    Point based graphics rendering with unified scalability solutions.

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    Standard real-time 3D graphics rendering algorithms use brute force polygon rendering, with complexity linear in the number of polygons and little regard for limiting processing to data that contributes to the image. Modern hardware can now render smaller scenes to pixel levels of detail, relaxing surface connectivity requirements. Sub-linear scalability optimizations are typically self-contained, requiring specific data structures, without shared functions and data. A new point based rendering algorithm 'Canopy' is investigated that combines multiple typically sub-linear scalability solutions, using a small core of data structures. Specifically, locale management, hierarchical view volume culling, backface culling, occlusion culling, level of detail and depth ordering are addressed. To demonstrate versatility further, shadows and collision detection are examined. Polygon models are voxelized with interpolated attributes to provide points. A scene tree is constructed, based on a BSP tree of points, with compressed attributes. The scene tree is embedded in a compressed, partitioned, procedurally based scene graph architecture that mimics conventional systems with groups, instancing, inlines and basic read on demand rendering from backing store. Hierarchical scene tree refinement constructs an image tree image space equivalent, with object space scene node points projected, forming image node equivalents. An image graph of image nodes is maintained, describing image and object space occlusion relationships, hierarchically refined with front to back ordering to a specified threshold whilst occlusion culling with occluder fusion. Visible nodes at medium levels of detail are refined further to rasterization scales. Occlusion culling defines a set of visible nodes that can support caching for temporal coherence. Occlusion culling is approximate, possibly not suiting critical applications. Qualities and performance are tested against standard rendering. Although the algorithm has a 0(f) upper bound in the scene sizef, it is shown to practically scale sub-linearly. Scenes with several hundred billion polygons conventionally, are rendered at interactive frame rates with minimal graphics hardware support

    Massive Model Visualization: A Practical Solution

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    The ever-increasingly complex designs emanating from various companies are leading to a data explosion that is far outstripping the growth in computing processing power. The traditional large model visualization approaches used for rendering these data sets are quickly becoming insufficient, thus leading to a greater adoption of the new massive model visualization approaches designed to handle these arbitrarily sized data sets. Most new approaches utilize GPU occlusion queries that limit the data needed for loading and rendering to only those which can potentially contribute to the final image. By doing so, these approaches introduce disocclusion artifacts that often reduce the quality of the resulting visualization as a camera is maneuvered through the scene. The present research will demonstrate that shader based depth reprojection and OpenGL atomic writes not only increase the performance of an existing system based upon OpenGL occlusion queries, but also reduce the amount of perceived disocclusion artifacts

    Visualization of urban environments

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    Ankara : The Department of Computer Engineering and the Institute of Engineering and Science of Bilkent University, 2007.Thesis (Ph. D.) -- Bilkent University, 2007.Includes bibliographical references leaves 108-118Modeling and visualization of large geometric environments is a popular research area in computer graphics. In this dissertation, a framework for modeling and stereoscopic visualization of large and complex urban environments is presented. The occlusion culling and view-frustum culling is performed to eliminate most of the geometry that do not contribute to the user’s final view. For the occlusion culling process, the shrinking method is employed but performed using a novel Minkowski-difference-based approach. In order to represent partial visibility, a novel building representation method, called the slice-wise representation is developed. This method is able to represent the preprocessed partial visibility with huge reductions in the storage requirement. The resultant visibility list is rendered using a graphics-processing-unit-based algorithm, which perfectly fits into the proposed slice-wise representation. The stereoscopic visualization depends on the calculated eye positions during walkthrough and the visibility lists for both eyes are determined using the preprocessed occlusion information. The view-frustum culling operation is performed once instead of two for both eyes. The proposed algorithms were implemented on personal computers. Performance experiments show that, the proposed occlusion culling method and the usage of the slice-wise representation increase the frame rate performance by 81 %; the graphics-processing-unit-based display algorithm increases it by an additional 315 % and decrease the storage requirement by 97 % as compared to occlusion culling using building-level granularity and not using the graphics hardware. We show that, a smooth and real-time visualization of large and complex urban environments can be achieved by using the proposed framework.Yılmaz, TĂŒrkerPh.D

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    Methods for Real-time Visualization and Interaction with Landforms

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    This thesis presents methods to enrich data modeling and analysis in the geoscience domain with a particular focus on geomorphological applications. First, a short overview of the relevant characteristics of the used remote sensing data and basics of its processing and visualization are provided. Then, two new methods for the visualization of vector-based maps on digital elevation models (DEMs) are presented. The first method uses a texture-based approach that generates a texture from the input maps at runtime taking into account the current viewpoint. In contrast to that, the second method utilizes the stencil buffer to create a mask in image space that is then used to render the map on top of the DEM. A particular challenge in this context is posed by the view-dependent level-of-detail representation of the terrain geometry. After suitable visualization methods for vector-based maps have been investigated, two landform mapping tools for the interactive generation of such maps are presented. The user can carry out the mapping directly on the textured digital elevation model and thus benefit from the 3D visualization of the relief. Additionally, semi-automatic image segmentation techniques are applied in order to reduce the amount of user interaction required and thus make the mapping process more efficient and convenient. The challenge in the adaption of the methods lies in the transfer of the algorithms to the quadtree representation of the data and in the application of out-of-core and hierarchical methods to ensure interactive performance. Although high-resolution remote sensing data are often available today, their effective resolution at steep slopes is rather low due to the oblique acquisition angle. For this reason, remote sensing data are suitable to only a limited extent for visualization as well as landform mapping purposes. To provide an easy way to supply additional imagery, an algorithm for registering uncalibrated photos to a textured digital elevation model is presented. A particular challenge in registering the images is posed by large variations in the photos concerning resolution, lighting conditions, seasonal changes, etc. The registered photos can be used to increase the visual quality of the textured DEM, in particular at steep slopes. To this end, a method is presented that combines several georegistered photos to textures for the DEM. The difficulty in this compositing process is to create a consistent appearance and avoid visible seams between the photos. In addition to that, the photos also provide valuable means to improve landform mapping. To this end, an extension of the landform mapping methods is presented that allows the utilization of the registered photos during mapping. This way, a detailed and exact mapping becomes feasible even at steep slopes

    Realistic Visualization of Animated Virtual Cloth

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    Photo-realistic rendering of real-world objects is a broad research area with applications in various different areas, such as computer generated films, entertainment, e-commerce and so on. Within photo-realistic rendering, the rendering of cloth is a subarea which involves many important aspects, ranging from material surface reflection properties and macroscopic self-shadowing to animation sequence generation and compression. In this thesis, besides an introduction to the topic plus a broad overview of related work, different methods to handle major aspects of cloth rendering are described. Material surface reflection properties play an important part to reproduce the look & feel of materials, that is, to identify a material only by looking at it. The BTF (bidirectional texture function), as a function of viewing and illumination direction, is an appropriate representation of reflection properties. It captures effects caused by the mesostructure of a surface, like roughness, self-shadowing, occlusion, inter-reflections, subsurface scattering and color bleeding. Unfortunately a BTF data set of a material consists of hundreds to thousands of images, which exceeds current memory size of personal computers by far. This work describes the first usable method to efficiently compress and decompress a BTF data for rendering at interactive to real-time frame rates. It is based on PCA (principal component analysis) of the BTF data set. While preserving the important visual aspects of the BTF, the achieved compression rates allow the storage of several different data sets in main memory of consumer hardware, while maintaining a high rendering quality. Correct handling of complex illumination conditions plays another key role for the realistic appearance of cloth. Therefore, an upgrade of the BTF compression and rendering algorithm is described, which allows the support of distant direct HDR (high-dynamic-range) illumination stored in environment maps. To further enhance the appearance, macroscopic self-shadowing has to be taken into account. For the visualization of folds and the life-like 3D impression, these kind of shadows are absolutely necessary. This work describes two methods to compute these shadows. The first is seamlessly integrated into the illumination part of the rendering algorithm and optimized for static meshes. Furthermore, another method is proposed, which allows the handling of dynamic objects. It uses hardware-accelerated occlusion queries for the visibility determination. In contrast to other algorithms, the presented algorithm, despite its simplicity, is fast and produces less artifacts than other methods. As a plus, it incorporates changeable distant direct high-dynamic-range illumination. The human perception system is the main target of any computer graphics application and can also be treated as part of the rendering pipeline. Therefore, optimization of the rendering itself can be achieved by analyzing human perception of certain visual aspects in the image. As a part of this thesis, an experiment is introduced that evaluates human shadow perception to speedup shadow rendering and provides optimization approaches. Another subarea of cloth visualization in computer graphics is the animation of the cloth and avatars for presentations. This work also describes two new methods for automatic generation and compression of animation sequences. The first method to generate completely new, customizable animation sequences, is based on the concept of finding similarities in animation frames of a given basis sequence. Identifying these similarities allows jumps within the basis sequence to generate endless new sequences. Transmission of any animated 3D data over bandwidth-limited channels, like extended networks or to less powerful clients requires efficient compression schemes. The second method included in this thesis in the animation field is a geometry data compression scheme. Similar to the BTF compression, it uses PCA in combination with clustering algorithms to segment similar moving parts of the animated objects to achieve high compression rates in combination with a very exact reconstruction quality.Realistische Visualisierung von animierter virtueller Kleidung Das photorealistisches Rendering realer GegenstĂ€nde ist ein weites Forschungsfeld und hat Anwendungen in vielen Bereichen. Dazu zĂ€hlen Computer generierte Filme (CGI), die Unterhaltungsindustrie und E-Commerce. Innerhalb dieses Forschungsbereiches ist das Rendern von photorealistischer Kleidung ein wichtiger Bestandteil. Hier reichen die wichtigen Aspekte, die es zu berĂŒcksichtigen gilt, von optischen Materialeigenschaften ĂŒber makroskopische Selbstabschattung bis zur Animationsgenerierung und -kompression. In dieser Arbeit wird, neben der EinfĂŒhrung in das Thema, ein weiter Überblick ĂŒber Ă€hnlich gelagerte Arbeiten gegeben. Der Schwerpunkt der Arbeit liegt auf den wichtigen Aspekten der virtuellen Kleidungsvisualisierung, die oben beschrieben wurden. Die optischen Reflektionseigenschaften von MaterialoberflĂ€chen spielen eine wichtige Rolle, um das so genannte look & feel von Materialien zu charakterisieren. Hierbei kann ein Material vom Nutzer identifiziert werden, ohne dass er es direkt anfassen muss. Die BTF (bidirektionale Texturfunktion)ist eine Funktion die abhĂ€ngig von der Blick- und Beleuchtungsrichtung ist. Daher ist sie eine angemessene ReprĂ€sentation von Reflektionseigenschaften. Sie enthĂ€lt Effekte wie Rauheit, Selbstabschattungen, Verdeckungen, Interreflektionen, Streuung und Farbbluten, die durch die Mesostruktur der OberflĂ€che hervorgerufen werden. Leider besteht ein BTF Datensatz eines Materials aus hunderten oder tausenden von Bildern und sprengt damit herkömmliche Hauptspeicher in Computern bei weitem. Diese Arbeit beschreibt die erste praktikable Methode, um BTF Daten effizient zu komprimieren, zu speichern und fĂŒr Echtzeitanwendungen zum Visualisieren wieder zu dekomprimieren. Die Methode basiert auf der Principal Component Analysis (PCA), die Daten nach Signifikanz ordnet. WĂ€hrend die PCA die entscheidenen visuellen Aspekte der BTF erhĂ€lt, können mit ihrer Hilfe Kompressionsraten erzielt werden, die es erlauben mehrere BTF Materialien im Hauptspeicher eines Consumer PC zu verwalten. Dies erlaubt ein High-Quality Rendering. Korrektes Verwenden von komplexen Beleuchtungssituationen spielt eine weitere, wichtige Rolle, um Kleidung realistisch erscheinen zu lassen. Daher wird zudem eine Erweiterung des BTF Kompressions- und Renderingalgorithmuses erlĂ€utert, die den Einsatz von High-Dynamic Range (HDR) Beleuchtung erlaubt, die in environment maps gespeichert wird. Um die realistische Erscheinung der Kleidung weiter zu unterstĂŒtzen, muss die makroskopische Selbstabschattung integriert werden. FĂŒr die Visualisierung von Falten und den lebensechten 3D Eindruck ist diese Art von Schatten absolut notwendig. Diese Arbeit beschreibt daher auch zwei Methoden, diese Schatten schnell und effizient zu berechnen. Die erste ist nahtlos in den Beleuchtungspart des obigen BTF Renderingalgorithmuses integriert und fĂŒr statische Geometrien optimiert. Die zweite Methode behandelt dynamische Objekte. Dazu werden hardwarebeschleunigte Occlusion Queries verwendet, um die Sichtbarkeitsberechnung durchzufĂŒhren. Diese Methode ist einerseits simpel und leicht zu implementieren, anderseits ist sie schnell und produziert weniger Artefakte, als vergleichbare Methoden. ZusĂ€tzlich ist die Verwendung von verĂ€nderbarer, entfernter HDR Beleuchtung integriert. Das menschliche Wahrnehmungssystem ist das eigentliche Ziel jeglicher Anwendung in der Computergrafik und kann daher selbst als Teil einer erweiterten Rendering Pipeline gesehen werden. Daher kann das Rendering selbst optimiert werden, wenn man die menschliche Wahrnehmung verschiedener visueller Aspekte der berechneten Bilder analysiert. Teil der vorliegenden Arbeit ist die Beschreibung eines Experimentes, das menschliche Schattenwahrnehmung untersucht, um das Rendern der Schatten zu beschleunigen. Ein weiteres Teilgebiet der Kleidungsvisualisierung in der Computergrafik ist die Animation der Kleidung und von Avataren fĂŒr PrĂ€sentationen. Diese Arbeit beschreibt zwei neue Methoden auf diesem Teilgebiet. Einmal ein Algorithmus, der fĂŒr die automatische Generierung neuer Animationssequenzen verwendet werden kann und zum anderen einen Kompressionsalgorithmus fĂŒr eben diese Sequenzen. Die automatische Generierung von völlig neuen, anpassbaren Animationen basiert auf dem Konzept der Ähnlichkeitssuche. Hierbei werden die einzelnen Schritte von gegebenen Basisanimationen auf Ähnlichkeiten hin untersucht, die zum Beispiel die Geschwindigkeiten einzelner Objektteile sein können. Die Identifizierung dieser Ähnlichkeiten erlaubt dann SprĂŒnge innerhalb der Basissequenz, die dazu benutzt werden können, endlose, neue Sequenzen zu erzeugen. Die Übertragung von animierten 3D Daten ĂŒber bandbreitenlimitierte KanĂ€le wie ausgedehnte Netzwerke, Mobilfunk oder zu sogenannten thin clients erfordert eine effiziente Komprimierung. Die zweite, in dieser Arbeit vorgestellte Methode, ist ein Kompressionsschema fĂŒr Geometriedaten. Ähnlich wie bei der Kompression von BTF Daten wird die PCA in Verbindung mit Clustering benutzt, um die animierte Geometrie zu analysieren und in sich Ă€hnlich bewegende Teile zu segmentieren. Diese erkannten Segmente lassen sich dann hoch komprimieren. Der Algorithmus arbeitet automatisch und erlaubt zudem eine sehr exakte RekonstruktionsqualitĂ€t nach der Dekomprimierung

    Object Hierarchies for Efficient Rendering

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    This thesis covers the efficient visualization of complex 3d scenes using various rendering methods such as photo-realistic and real-time rendering. Especially the important role of bounding volume hierarchies is discussed in detail in the context of illumination and visibility algorithms. We present a novel approach for automatic generation of object hierarchies and apply the resulting data structure to several rendering techniques. In the field of ray tracing we describe a novel ray acceleration method that combines objects hierarchies and regular grids. We demonstrate how radiosity computations may benefit from available scene hierarchies to determine the radiant flux between object clusters. Finally, we present an adaptive interactive rendering algorithm that may dramatically reduce the number of visibility tests in an occlusion culling framework for interactive real-time visualization.Diese Dissertation untersucht unterschiedliche Verfahren zur effizienten Visualisierung grosser dreidimensionaler Szenengeometrien, sowohl im Bereich des Photorealismus wie auch bei der Echtzeit-Visualisierung. Hierbei wird insbesondere die NĂŒtzlichkeit von HĂŒllkörperhierarchien bei der Beleuchtungsrechnung und bei der Beantwortung von Sichtbarkeitsfragen herausgearbeitet. Ein neuartiges, kostenbasiertes Verfahren zur automatischen Konstruktion von Objekthierarchien wird prĂ€sentiert sowie dessen Anwendung fĂŒr alle gĂ€ngigen Darstellungsverfahren. ZusĂ€tzlich beschreibt diese Disseration im Bereich Ray Tracing ein neues Verfahren zur Szenenstrukturierung, welches die Vorteile von HĂŒllkörperhierarchien und regulĂ€ren Gittern kombiniert. Im Bereich der Radiosity wird gezeigt, wie sich Szenenhierarchien ideal zur Berechnung des Lichtflusses zwischen Objekt-Clustern nutzen lassen und im Bereich Echtzeit-Rendering wird ein adaptives Verfahren vorgestellt, dass die Zahl teurer Sichtbarkeitstests beim Occlusion-Culling deutlich reduziert

    CGAMES'2009

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