9 research outputs found

    3D Scene Annotation for Efficient Rendering on Mobile Devices

    Get PDF
    This paper presents a new approach for efficient 3D rendering on mobile devices, where selective rendering can be achieved with the help of 3D scene annotation. By taking advantage of first person environments in most 3D applications, we are able to annotate the flooring details of the 3D space. This allows 3D environments to be interfaced using a higher level view of objects. With the higher level of scene understanding, it is possible to determine which 3D objects are not required for loading or rendering based on the viewer’s location and its surrounding constraints

    Techniques and algorithms for immersive and interactive visualization of large datasets

    Get PDF
    Advances in computing power have made it possible for scientists to perform atomistic simulations of material systems that range in size, from a few hundred thousand atoms to one billion atoms. An immersive and interactive walkthrough of such datasets is an ideal method for exploring and understanding the complex material processes in these simulations. However rendering such large datasets at interactive frame rates is a major challenge. A scalable visualization platform is developed that is scalable and allows interactive exploration in an immersive, virtual environment. The system uses an octree based data management system that forms the core of the application. This reduces the amount of data sent to the pipeline without a per-atom analysis. Secondary algorithms and techniques such as modified occlusion culling, multiresolution rendering and distributed computing are employed to further speed up the rendering process. The resulting system is highly scalable and is capable of visualizing large molecular systems at interactive frame rates on dual processor SGI Onyx2 with an InfinteReality2 graphics pipeline

    Radioptimization - Goal based rendering

    Get PDF
    Journal ArticleThis paper presents a method for designing the illumination in an environment using optimization techniques applied to a radiosity based image synthesis system. An optimization of lighting parameters is performed based on user specified constraints and objectives for the illumination of t h e environment. The system solves for t h e "best" possible settings for: light source emissivities, element reflectivities, and spot light directionality parameters so that the design goals, such as to minimize energy or to give the the room an impression of privacy, are met. The system absorbs much of the burden for searching the design space allowing the user to focus on the goals of the illumination design rather than the intricate details of a complete lighting specification. A software implementation is described and some results of using the system are reported. The system employs an object space perceptual model based on work by Tumblin and Rushmeier to account for psychophysical effects such as subjective brightness and the visual adaptation level of a viewer. This provides a higher fidelity when comparing the illumination in a computer simulated environment against what would be viewed in the "real" world. Optimization criteria are based on subjective impressions of illumination with qualities such as "pleasantness", and "privateness". The qualities were selected based on Flynn's work in illuminating engineering. These criteria were applied to the radiosity context through an experiment conducted with subjects viewing rendered images, and the respondents evaluated with a Multi-Dimensional Scaling analysis

    Distributed visibility servers

    Get PDF
    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2001.Includes bibliographical references (leaves 54-55).This thesis describes techniques for computing conservative visibility exploiting viewpoint prediction, spatial coherence and remote visibility servers to increase the rendering performance of a walk through client. Identifying visible (or partially visible) geometry from an instantaneous viewpoint of a 3-D computer graphics model in real-time is an important problem in interactive computer graphics. Since rendering is an expensive process (due to transformations, lighting and scan-conversion), successfully identifying the exact set of visible geometry before rendering increases the frame-rate of real-time applications. However, computing this exact set is computationally intensive and prohibitive in real-time for large models. For many densely occluded environments that contain a small number of large occluding objects (such as buildings, billboards and houses), efficient conservative visibility algorithms have been developed to identify a set of occluded objects in real-time. These algorithms are conservative since they do not identify the exact set of occluded geometry. While visibility algorithms that identify occluded geometry are useful in increasing the frame-rate of interactive applications, previous techniques have not attempted to utilize a set of workstations connected via a local area network as an external compute resource. We demonstrated a configuration with one local viewer and two remote servers.by Eric A. Brittain.S.M

    Distributed physical simulations and synchronization in virtual environments

    Get PDF
    Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1993.Includes bibliographical references (leaves 59-61).by Martin Richard Friedmann.M.S

    Geometric, topological and semantic analysis of multi-building floor plan data

    Get PDF
    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Architecture, 2006.Includes bibliographical references (leaves 65-67).Generating a comprehensive model of a university campus or other large urban space is a challenging undertaking due to the size, geometric complexity, and levels of rich semantic information contained in inhabited environments. This thesis presents a practical approach to constructing topological models of large environments from labeled floor plan geometry. An exhaustive classification of adjacency types is provided for a university infrastructure including roads, walkways, green-space, and the detailed interior spaces of campus buildings. The system models geospatial features for over 160 buildings within the MIT campus, consisting of more than 800 individual floors, and approximately 36,000 spaces spanning indoor and outdoor terrain. The main motivation is to develop an intuitive, human-centered approach to navigation systems. An application is presented for generating efficient routes between locations on MIT's campus with coverage of both interior and exterior environments. A second application, the MIT WikiMap, aims to generate a more expressive record of the environment by drawing from the knowledge of its inhabitants. The WikiMap provides an interface for collaborative tagging of geographical locations on the MIT campus, designed for interfacing with users to collect semantic data.by Emily J Whiting.S.M

    A fine-grained geospatial representation and framework for large-scale indoor environments

    Get PDF
    Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.Cataloged from PDF version of thesis.Includes bibliographical references (p. 110-112).This thesis describes a system and method for extending the current paradigm of geographic information systems (GIS) to support indoor environments. It introduces features and properties of indoor multi-building environments that do not exist in other geographic environments or are not characterized in existing geospatial models, and proposes a comprehensive representation for describing such spatial environments. Specifically, it presents enhanced notions of spatial containment and graph topology for indoor environments, and extends existing geometric and semantic constructs. Furthermore, it describes a framework to: automatically extract indoor spatial features from a corpus of semi-structured digital floor plans; populate the aforementioned indoor spatial representation with these features; store the spatial data in a descriptive yet extensible data model; and provide mechanisms for dynamically accessing, mutating, augmenting, and distributing the resulting large-scale dataset. Lastly, it showcases an array of applications, and proposes others, which utilize the representation and dataset to provide rich location-based services within indoor environments.by Jonathan Battat.M.Eng

    DIVE on the internet

    Get PDF
    This dissertation reports research and development of a platform for Collaborative Virtual Environments (CVEs). It has particularly focused on two major challenges: supporting the rapid development of scalable applications and easing their deployment on the Internet. This work employs a research method based on prototyping and refinement and promotes the use of this method for application development. A number of the solutions herein are in line with other CVE systems. One of the strengths of this work consists in a global approach to the issues raised by CVEs and the recognition that such complex problems are best tackled using a multi-disciplinary approach that understands both user and system requirements. CVE application deployment is aided by an overlay network that is able to complement any IP multicast infrastructure in place. Apart from complementing a weakly deployed worldwide multicast, this infrastructure provides for a certain degree of introspection, remote controlling and visualisation. As such, it forms an important aid in assessing the scalability of running applications. This scalability is further facilitated by specialised object distribution algorithms and an open framework for the implementation of novel partitioning techniques. CVE application development is eased by a scripting language, which enables rapid development and favours experimentation. This scripting language interfaces many aspects of the system and enables the prototyping of distribution-related components as well as user interfaces. It is the key construct of a distributed environment to which components, written in different languages, connect and onto which they operate in a network abstracted manner. The solutions proposed are exemplified and strengthened by three collaborative applications. The Dive room system is a virtual environment modelled after the room metaphor and supporting asynchronous and synchronous cooperative work. WebPath is a companion application to a Web browser that seeks to make the current history of page visits more visible and usable. Finally, the London travel demonstrator supports travellers by providing an environment where they can explore the city, utilise group collaboration facilities, rehearse particular journeys and access tourist information data
    corecore