180 research outputs found
Wavelet Algorithms for Complex Models
Rapport interne.We present the result of experimentations and tests with Wavelet Radiosity. We have developed a powerful wavelet radiosity implementation where we can independantly modify every geometrical component of the scene (description of the input data, representation of spectral distribution, etc.) and every component of the global illumination algorithm (visibility algorithm, wavelet basis, etc.). This implementation has been tested on real world applications: an archaeological site reconstruction with daylight illumination, an opera house front with artificial illumination and the Soda Hall building inside illumination. In this paper, wepresent the results of our experiments, which are mostly about the interdependencies of the different parts of the general algorithm and the influence of each one on the final result. We also introduce several improvements to the wavelet radiosity algorithm that allow for higher rendering speed and lower memory use, thereby allowing rendering of architectural models of high complexity
Parallel rendering algorithms for distributed-memory multicomputers
Ankara : Department of Computer Engineering and Information Science and the Institute of Engineering and Science of Bilkent University, 1997.Thesis (Ph. D.) -- Bilkent University, 1997.Includes bibliographical references leaves 166-176.Kurç, Tahsin MertefePh.D
GPU-Based Global Illumination Using Lightcuts
Global Illumination aims to generate high quality images. But due to its highrequirements, it is usually quite slow. Research documented in this thesis wasintended to offer a hardware and software combined acceleration solution toglobal illumination. The GPU (using CUDA) was the hardware part of the wholemethod that applied parallelism to increase performance; the “Lightcuts”algorithm proposed by Walter (2005) at SIGGRAPH 2005 acted as the softwaremethod. As the results demonstrated in this thesis, this combined method offersa satisfactory performance boost effect for relatively complex scenes
High-fidelity graphics using unconventional distributed rendering approaches
High-fidelity rendering requires a substantial amount of computational resources to accurately simulate lighting in virtual environments. While desktop computing, with the aid of modern graphics hardware, has shown promise in delivering realistic rendering at interactive rates, real-time rendering of moderately complex scenes is still unachievable on the majority of desktop machines and the vast plethora of mobile computing devices that have recently become commonplace. This work provides a wide range of computing devices with high-fidelity rendering capabilities via oft-unused distributed computing paradigms. It speeds up the rendering process on formerly capable devices and provides full functionality to incapable devices. Novel scheduling and rendering algorithms have been designed to best take advantage of the characteristics of these systems and demonstrate the efficacy of such distributed methods. The first is a novel system that provides multiple clients with parallel resources for rendering a single task, and adapts in real-time to the number of concurrent requests. The second is a distributed algorithm for the remote asynchronous computation of the indirect diffuse component, which is merged with locally-computed direct lighting for a full global illumination solution. The third is a method for precomputing indirect lighting information for dynamically-generated multi-user environments by using the aggregated resources of the clients themselves. The fourth is a novel peer-to-peer system for improving the rendering performance in multi-user environments through the sharing of computation results, propagated via a mechanism based on epidemiology. The results demonstrate that the boundaries of the distributed computing typically used for computer graphics can be significantly and successfully expanded by adapting alternative distributed methods
Partitioning Regular Polygons into Circular Pieces I: Convex Partitions
We explore an instance of the question of partitioning a polygon into pieces,
each of which is as ``circular'' as possible, in the sense of having an aspect
ratio close to 1. The aspect ratio of a polygon is the ratio of the diameters
of the smallest circumscribing circle to the largest inscribed disk. The
problem is rich even for partitioning regular polygons into convex pieces, the
focus of this paper. We show that the optimal (most circular) partition for an
equilateral triangle has an infinite number of pieces, with the lower bound
approachable to any accuracy desired by a particular finite partition. For
pentagons and all regular k-gons, k > 5, the unpartitioned polygon is already
optimal. The square presents an interesting intermediate case. Here the
one-piece partition is not optimal, but nor is the trivial lower bound
approachable. We narrow the optimal ratio to an aspect-ratio gap of 0.01082
with several somewhat intricate partitions.Comment: 21 pages, 25 figure
Interactive design of complex time-dependent lighting
Visualizing complicated lighting sequences while designing large theatrical productions proves difficult. The author provides some techniques that achieve fast interaction regardless of scene and lighting complexity, even when used with costly rendering algorithms
Knowledge-based out-of-core algorithms for data management in visualization
Journal ArticleData management is the very first issue in handling very large datasets. Many existing out-of-core algorithms used in visualization are closely coupled with application-specific logic. This paper presents two knowledgebased out-of-core prefetching algorithms that do not use hard-coded rendering-related logic. They acquire the knowledge of the access history and patterns dynamically, and adapt their prefetching strategies accordingly. We have compared the algorithms with a demand-based algorithm, as well as a more domain-specific out-of-core algorithm. We carried out our evaluation in conjunction with an example application where rendering multiple point sets in a volume scene graph put a great strain on the rendering algorithm in terms of memory management. Our results have shown that the knowledge-based approach offers a better cache-hit to disk-access trade-off. This work demonstrates that it is possible to build an out-of-core prefetching algorithm without depending on rendering-related application-specific logic. The knowledge based approach has the advantage of being generic, efficient, flexible and self-adaptive
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