22 research outputs found

    Interactive Out-Of-Core Texturing Using Point-Sampled Textures

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    International audienceThe visualization of huge 3D objects becomes available on common workstations thanks to highly optimized data-structures and out-of-core frameworks for rendering. However, the editing, and in particular, the texturing of such objects is still a challenging task, since usual methods for optimized rendering are not easily amenable to interactive modification. In this paper, we introduce the idea of point-sampled textures, and show how to interactively texture such a huge model at various scales, without any parameterization. An adaptive in-core point-based approximated geometry is first created by employing an efficient out-of-core point-sampling algorithm. This simplified geometry is then used for an interactive and multi-scale point-based texturing. Finally, a feature-preserving kernel is used to convert the point-based model into a global 3D texture which can be applied back on the initial huge geometry. Our technique thus provides a flexible tool to generate, edit and apply size-independent textures to a wide range of huge 3D objects thanks to point-based methods

    Hybrid Sample-based Surface Rendering

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    The performance of rasterization-based rendering on current GPUs strongly depends on the abilities to avoid overdraw and to prevent rendering triangles smaller than the pixel size. Otherwise, the rates at which highresolution polygon models can be displayed are affected significantly. Instead of trying to build these abilities into the rasterization-based rendering pipeline, we propose an alternative rendering pipeline implementation that uses rasterization and ray-casting in every frame simultaneously to determine eye-ray intersections. To make ray-casting competitive with rasterization, we introduce a memory-efficient sample-based data structure which gives rise to an efficient ray traversal procedure. In combination with a regular model subdivision, the most optimal rendering technique can be selected at run-time for each part. For very large triangle meshes our method can outperform pure rasterization and requires a considerably smaller memory budget on the GPU. Since the proposed data structure can be constructed from any renderable surface representation, it can also be used to efficiently render isosurfaces in scalar volume fields. The compactness of the data structure allows rendering from GPU memory when alternative techniques already require exhaustive paging

    An Octree-based proxy for collision detection in large-scale particle systems

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    International audienceParticle systems are important building block for simulating vivid and detail-rich effects in virtual world. One of the most difficult aspects of particle systems has been detecting collisions between particlesand mesh surface. Due to the huge computation, a variety of proxy-based approaches have been proposed recently to perform visually correct simulation. However, all either limit the complexity of the scene, fail toguarantee non-penetration, or are too slow for real-time use with many particles. In this paper, we propose anew octree-based proxy for colliding particles with meshes on the GPU. Our approach works by subdividingthe scene mesh with an octree in which each leaf node associates with a representative normal correspondingto the normals of the triangles that intersect the node. We present a view-visible method, which is suitable forboth closed and non-closed models, to label the empty leaf nodes adjacent to nonempty ones with appropriateback/front property, allowing particles to collide with both sides of the scene mesh. We show how collisionscan be performed robustly on this proxy structure in place of the original mesh, and describe an extension thatallows for fast traversal of the octree structure on the GPU. The experiments show that the proposed methodis fast enough for real-time performance with millions of particles interacting with complex scenes

    TileTrees

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    International audienceTexture mapping with atlases suffer from several drawbacks: Wasted memory, seams, uniform resolution and no support of implicit surfaces. Texture mapping in a volume solves most of these issues, but unfortunately it induces an important space and time overhead. To address this problem, we introduce the TileTree: A novel data structure for texture mapping surfaces. TileTrees store square texture tiles into the leaves of an octree surrounding the surface. At rendering time the surface is projected onto the tiles, and the color is retrieved by a simple 2D texture fetch into a tile map. This avoids the dif culties of global planar parameterizations while still mapping large pieces of surface to regular 2D textures. Our method is simple to implement, does not require long pre-processing time, nor any modi cation of the textured geometry. It is not limited to triangle meshes. The resulting texture has little distortion and is seamlessly interpolated over smooth surfaces. Our method natively supports adaptive resolution. We show that TileTrees are more compact than other volume approaches, while providing fast access to the data. We also describe an interactive painting application, enabling to create, edit and render objects without having to convert between texture representations

    Hierarchical N-Body problem on graphics processor unit

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    Galactic simulation is an important cosmological computation, and represents a classical N-body problem suitable for implementation on vector processors. Barnes-Hut algorithm is a hierarchical N-Body method used to simulate such galactic evolution systems. Stream processing architectures expose data locality and concurrency available in multimedia applications. On the other hand, there are numerous compute-intensive scientific or engineering applications that can potentially benefit from such computational and communication models. These applications are traditionally implemented on vector processors. Stream architecture based graphics processor units (GPUs) present a novel computational alternative for efficiently implementing such high-performance applications. Rendering on a stream architecture sustains high performance, while user-programmable modules allow implementing complex algorithms efficiently. GPUs have evolved over the years, from being fixed-function pipelines to user programmable processors. In this thesis, we focus on the implementation of Barnes-Hut algorithm on typical current-generation programmable GPUs. We exploit computation and communication requirements present in Barnes-Hut algorithm to expose their suitability for user-programmable GPUs. Our implementation of the Barnes-Hut algorithm is formulated as a fragment shader targeting the selected GPU. We discuss implementation details, design issues, results, and challenges encountered in programming the fragment shader

    Mobile Wound Assessment and 3D Modeling from a Single Image

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    The prevalence of camera-enabled mobile phones have made mobile wound assessment a viable treatment option for millions of previously difficult to reach patients. We have designed a complete mobile wound assessment platform to ameliorate the many challenges related to chronic wound care. Chronic wounds and infections are the most severe, costly and fatal types of wounds, placing them at the center of mobile wound assessment. Wound physicians assess thousands of single-view wound images from all over the world, and it may be difficult to determine the location of the wound on the body, for example, if the wound is taken at close range. In our solution, end-users capture an image of the wound by taking a picture with their mobile camera. The wound image is segmented and classified using modern convolution neural networks, and is stored securely in the cloud for remote tracking. We use an interactive semi-automated approach to allow users to specify the location of the wound on the body. To accomplish this we have created, to the best our knowledge, the first 3D human surface anatomy labeling system, based off the current NYU and Anatomy Mapper labeling systems. To interactively view wounds in 3D, we have presented an efficient projective texture mapping algorithm for texturing wounds onto a 3D human anatomy model. In so doing, we have demonstrated an approach to 3D wound reconstruction that works even for a single wound image

    Compressed Random-Access Trees for Spatially Coherent Data

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    International audienceAdaptive multiresolution hierarchies are highly efficient at representing spatially coherent graphics data. We introduce a framework for compressing such adaptive hierarchies using a compact randomly-accessible tree structure. Prior schemes have explored compressed trees, but nearly all involve entropy coding of a sequential traversal, thus preventing fine-grain random queries required by rendering algorithms. Instead, we use fixed-rate encoding for both the tree topology and its data. Key elements include the replacement of pointers by local offsets, a forested mipmap structure, vector quantization of inter-level residuals, and efficient coding of partially defined data. Both the offsets and codebook indices are stored as byte records for easy parsing by either CPU or GPU shaders. We show that continuous mipmapping over an adaptive tree is more efficient using primal subdivision than traditional dual subdivision. Finally, we demonstrate efficient compression of many data types including light maps, alpha mattes, distance fields, and HDR images

    Survey of texture mapping techniques for representing and rendering volumetric mesostructure

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    Representation and rendering of volumetric mesostructure using texture mapping can potentially allow the display of highly detailed, animated surfaces at a low performance cost. Given the need for consistently more detailed and dynamic worlds rendered in real-time, volumetric texture mapping now becomes an area of great importance.In this survey, we review the developments of algorithms and techniques for representing volumetric mesostructure as texture-mapped detail. Our goal is to provide researchers with an overview of novel contributions to volumetric texture mapping as a starting point for further research and developers with a comparative review of techniques, giving insight into which methods would be fitting for particular tasks.We start by defining the scope of our domain and provide background information regarding mesostructure and volumetric texture mapping. Existing techniques are assessed in terms of content representation and storage as well as quality and performance of parameterization and rendering. Finally, we provide insights to the field and opportunities for research directions in terms of real-time volumetric texture-mapped surfaces under deformation
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