10,694 research outputs found

    The Iray Light Transport Simulation and Rendering System

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    While ray tracing has become increasingly common and path tracing is well understood by now, a major challenge lies in crafting an easy-to-use and efficient system implementing these technologies. Following a purely physically-based paradigm while still allowing for artistic workflows, the Iray light transport simulation and rendering system allows for rendering complex scenes by the push of a button and thus makes accurate light transport simulation widely available. In this document we discuss the challenges and implementation choices that follow from our primary design decisions, demonstrating that such a rendering system can be made a practical, scalable, and efficient real-world application that has been adopted by various companies across many fields and is in use by many industry professionals today

    Lichttransportsimulation auf Spezialhardware

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    It cannot be denied that the developments in computer hardware and in computer algorithms strongly influence each other, with new instructions added to help with video processing, encryption, and in many other areas. At the same time, the current cap on single threaded performance and wide availability of multi-threaded processors has increased the focus on parallel algorithms. Both influences are extremely prominent in computer graphics, where the gaming and movie industries always strive for the best possible performance on the current, as well as future, hardware. In this thesis we examine the hardware-algorithm synergies in the context of ray tracing and Monte-Carlo algorithms. First, we focus on the very basic element of all such algorithms - the casting of rays through a scene, and propose a dedicated hardware unit to accelerate this common operation. Then, we examine existing and novel implementations of many Monte-Carlo rendering algorithms on massively parallel hardware, as full hardware utilization is essential for peak performance. Lastly, we present an algorithm for tackling complex interreflections of glossy materials, which is designed to utilize both powerful processing units present in almost all current computers: the Centeral Processing Unit (CPU) and the Graphics Processing Unit (GPU). These three pieces combined show that it is always important to look at hardware-algorithm mapping on all levels of abstraction: instruction, processor, and machine.Zweifelsohne beeinflussen sich Computerhardware und Computeralgorithmen gegenseitig in ihrer Entwicklung: Prozessoren bekommen neue Instruktionen, um zum Beispiel Videoverarbeitung, Verschlüsselung oder andere Anwendungen zu beschleunigen. Gleichzeitig verstärkt sich der Fokus auf parallele Algorithmen, bedingt durch die limitierte Leistung von für einzelne Threads und die inzwischen breite Verfügbarkeit von multi-threaded Prozessoren. Beide Einflüsse sind im Grafikbereich besonders stark , wo es z.B. für die Spiele- und Filmindustrie wichtig ist, die bestmögliche Leistung zu erreichen, sowohl auf derzeitiger und zukünftiger Hardware. In Rahmen dieser Arbeit untersuchen wir die Synergie von Hardware und Algorithmen anhand von Ray-Tracing- und Monte-Carlo-Algorithmen. Zuerst betrachten wir einen grundlegenden Hardware-Bausteins für alle diese Algorithmen, die Strahlenverfolgung in einer Szene, und präsentieren eine spezielle Hardware-Einheit zur deren Beschleunigung. Anschließend untersuchen wir existierende und neue Implementierungen verschiedener MonteCarlo-Algorithmen auf massiv-paralleler Hardware, wobei die maximale Auslastung der Hardware im Fokus steht. Abschließend stellen wir dann einen Algorithmus zur Berechnung von komplexen Beleuchtungseffekten bei glänzenden Materialien vor, der versucht, die heute fast überall vorhandene Kombination aus Hauptprozessor (CPU) und Grafikprozessor (GPU) optimal auszunutzen. Zusammen zeigen diese drei Aspekte der Arbeit, wie wichtig es ist, Hardware und Algorithmen auf allen Ebenen gleichzeitig zu betrachten: Auf den Ebenen einzelner Instruktionen, eines Prozessors bzw. eines gesamten Systems

    Forest land management by satellite: LANDSAT-derived information as input to a forest inventory system

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    The author has identified the following significant results. Analysis of LANDSAT temporal data, specifically the digitally merged winter and summer scenes, provided the best overall classification results. Comparison of temporal classification results with available ground truth reveal a 94% agreement in the delineation of hardwood categories, a 96% agreement for the combined pine category, and a greater than 50% agreement for each individual pine subcategory. For nearly 1000 acres, compared clearcut acreage estimated with LANDSAT digital data differed from company inventory records by only 3%. Through analysis of summer data, pine stands were successfully classified into subcategories based upon the extent of crown closure. Maximum spectral separability of hardwood and pine stands was obtained from the analysis of winter data

    Online participation: the Woodberry Down experiment

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    The internet and world wide web are generating radical changes in the way we are able tocommunicate. Our ability to engage communities and individuals in designing theirenvironment is also beginning to change as new digital media provide ways in whichindividuals and groups can interact with planners and politicians in exploring their future.This paper tells the story of how the residents of one of the most disadvantagedcommunities in Britain ? the Woodberry Down Estate in the London borough ofHackney ? have begun to use an online system which delivers everything from routineservices about their housing to ideas about options for their future. Woodberry Down isone of the biggest regeneration projects in Western Europe. It will take at least 10 years,probably much longer, to complete, at a cost of over ÂŁ150 million. Online participation isone of the many ways in which this community is being engaged but as we will show, itis beginning to act as a catalyst. The kinds of networks which are evolving aroundsystems like these will change the nature of participation itself, the ways we need to thinkabout it, and the ways we need to respond. Before the experiment is described, we set thecontext by describing the wide range of digital media for communicating plans andplanning which suggests a new typology for web participation consistent with this fastemerging network culture

    Regeneration of memory and home : rebuilding urban resilience and people\u27s mental perceptions after the Camp fire in Paradise, CA

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    We are losing, we are forgetting, we are moving forward, we are adapting to the dynamic world. Just like the growth and regeneration circle of the forest, cultures, and cities are all regenerating themselves based on what they have, what they have lost, and what has been erased. Memories of the past are essential parts of our modern society; they reflect our current situation and are also a metaphor of the future. As designers, when facing a landscape which has been partially ruined or erased, how can we help people to reconnect themselves with what has been erased, rebuild their mental perceptions to live with memories and move forward? Wildfire is a strong expression of erasure. It erases homes, structures, lives, and memories. When it’s gone, people face the wreckage: the broken land, the sense of insecurity. As designers, we have the possibility to help people face these hurts and rebuild their homes and perceptions. This design proposal is a response to the devastation after the 2018 Camp Fire in Paradise, California

    Efficient Many-Light Rendering of Scenes with Participating Media

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    We present several approaches based on virtual lights that aim at capturing the light transport without compromising quality, and while preserving the elegance and efficiency of many-light rendering. By reformulating the integration scheme, we obtain two numerically efficient techniques; one tailored specifically for interactive, high-quality lighting on surfaces, and one for handling scenes with participating media
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