542 research outputs found
Massively Parallel Ray Tracing Algorithm Using GPU
Ray tracing is a technique for generating an image by tracing the path of
light through pixels in an image plane and simulating the effects of
high-quality global illumination at a heavy computational cost. Because of the
high computation complexity, it can't reach the requirement of real-time
rendering. The emergence of many-core architectures, makes it possible to
reduce significantly the running time of ray tracing algorithm by employing the
powerful ability of floating point computation. In this paper, a new GPU
implementation and optimization of the ray tracing to accelerate the rendering
process is presented
Spatial Sound Rendering – A Survey
Simulating propagation of sound and audio rendering can improve the sense of realism and the immersion both in complex acoustic environments and dynamic virtual scenes. In studies of sound auralization, the focus has always been on room acoustics modeling, but most of the same methods are also applicable in the construction of virtual environments such as those developed to facilitate computer gaming, cognitive research, and simulated training scenarios. This paper is a review of state-of-the-art techniques that are based on acoustic principles that apply not only to real rooms but also in 3D virtual environments. The paper also highlights the need to expand the field of immersive sound in a web based browsing environment, because, despite the interest and many benefits, few developments seem to have taken place within this context. Moreover, the paper includes a list of the most effective algorithms used for modelling spatial sound propagation and reports their advantages and disadvantages. Finally, the paper emphasizes in the evaluation of these proposed works
Serious Games in Cultural Heritage
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
An Overview on Base Real-Time Shadow Techniques in Virtual Environments
Shadows are elegant to create a realistic scene in virtual environments. Variety types of shadow techniques encourage us to prepare an overview on all base shadow techniques. Non real-time and real-time techniques are big subdivision of shadow generation. In non real-time techniques ray tracing, ray casting and radiosity are well known and deeply described. Radiosity implemented to create very realistic shadow on non real-time scene. Although traditional radiosity algorithm is difficult to implement, we have proposed a simple one. The proposed pseudo code is easier to understand and implement. Ray tracing used to prevent of collision of movement objects. Projection shadow, shadow volume and shadow mapping are used to create real-time shadow in virtual environments. We have used projection shadow for some objects are static and have shadow on flat surface. Shadow volume used to create accurate shadow with sharp outline. Shadow mapping that is the base of most recently techniques is reconstructed. The reconstruct algorithm gives some new idea to propose another algorithm based on shadow mapping.
Virtual tour
Interactive 3D Visualization of Architectural models might be the best way to get some idea about an Architecture Plan. Photo-realistic visualization often attracts the investors and customers for whom the architectural blueprints are obscure. Architectural Visualization is considered to have a bright future ahead of it as more and more architects and real estate developers are using this technology. Virtual Walk-through can give not only ideas about your building but its interiors and design too. The Architectural Virtual Environment also most widely used in Gaming and Entertainment Industry in creating a complex movie scenes or a game environment
Fidelity metrics for virtual environment simulations based on spatial memory awareness states
This paper describes a methodology based on human judgments of memory awareness
states for assessing the simulation fidelity of a virtual environment (VE) in relation
to its real scene counterpart. To demonstrate the distinction between task
performance-based approaches and additional human evaluation of cognitive awareness
states, a photorealistic VE was created. Resulting scenes displayed on a headmounted
display (HMD) with or without head tracking and desktop monitor were
then compared to the real-world task situation they represented, investigating spatial
memory after exposure. Participants described how they completed their spatial
recollections by selecting one of four choices of awareness states after retrieval in
an initial test and a retention test a week after exposure to the environment. These
reflected the level of visual mental imagery involved during retrieval, the familiarity
of the recollection and also included guesses, even if informed. Experimental results
revealed variations in the distribution of participants’ awareness states across conditions
while, in certain cases, task performance failed to reveal any. Experimental
conditions that incorporated head tracking were not associated with visually induced
recollections. Generally, simulation of task performance does not necessarily
lead to simulation of the awareness states involved when completing a memory
task. The general premise of this research focuses on how tasks are achieved,
rather than only on what is achieved. The extent to which judgments of human
memory recall, memory awareness states, and presence in the physical and VE are
similar provides a fidelity metric of the simulation in question
ReLiShaft: realistic real-time light shaft generation taking sky illumination into account
© 2018 The Author(s) Rendering atmospheric phenomena is known to have its basis in the fields of atmospheric optics and meteorology and is increasingly used in games and movies. Although many researchers have focused on generating and enhancing realistic light shafts, there is still room for improvement in terms of both qualification and quantification. In this paper, a new technique, called ReLiShaft, is presented to generate realistic light shafts for outdoor rendering. In the first step, a realistic light shaft with respect to the sun position and sky colour in any specific location, date and time is constructed in real-time. Then, Hemicube visibility-test radiosity is employed to reveal the effect of a generated sky colour on environments. Two different methods are considered for indoor and outdoor rendering, ray marching based on epipolar sampling for indoor environments, and filtering on regular epipolar of z-partitioning for outdoor environments. Shadow maps and shadow volumes are integrated to consider the computational costs. Through this technique, the light shaft colour is adjusted according to the sky colour in any specific location, date and time. The results show different light shaft colours in different times of day in real-time
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Current perspectives on lighting simulation for building science
This paper presents developments in lighting simulation during the last twenty years, using a scope related to the main aspects of a program (input, modelling, and output). Existing models use very similar theoretical algorithms and calculation aids. This limits characterization of certain physical phenomena. Current focus is on accurately representing common situations encountered by building designers and researchers. New or untested elements are difficult to develop or prototype. Input quality affects accuracy, while output needs careful expert interpretation. Few tools exist to support the early architectural design process. Well-considered simplification is required when integrating lighting simulation to whole building simulation
Industry-driven innovative system development for the construction industry: The DIVERCITY project
Collaborative working has become possible using the innovative integrated systems in construction as many activities are performed globally with stakeholders situated in various locations. The Integrated VR based information systems can bind the fragmentation and provide communication and collaboration between the distributed stakeholders n various locations. The development of these technologies is vital for the uptake of these systems by the construction industry.
This paper starts by emphasising the importance of construction IT research and reviews some future research directions in this area. In particular, the paper explores how virtual prototyping can improve the productivity and effectiveness of construction projects, and presents DIVERCITY, which is th as a case study of the research in virtual prototyping.
Besides, the paper explores the requirements engineering of the DIVERCITY project. DIVERCITY has large and evolving requirements, which considered the perspectives of multiple stakeholders, such as clients, architects and contractors. However, practitioners are often unsure of the detail of how virtual environments would support the construction process, and how to overcome some barriers to the introduction of new technologies. This complicates the requirements engineering process
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