2,507 research outputs found

    Hardware acceleration of photon mapping

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    PhD ThesisThe quest for realism in computer-generated graphics has yielded a range of algorithmic techniques, the most advanced of which are capable of rendering images at close to photorealistic quality. Due to the realism available, it is now commonplace that computer graphics are used in the creation of movie sequences, architectural renderings, medical imagery and product visualisations. This work concentrates on the photon mapping algorithm [1, 2], a physically based global illumination rendering algorithm. Photon mapping excels in producing highly realistic, physically accurate images. A drawback to photon mapping however is its rendering times, which can be significantly longer than other, albeit less realistic, algorithms. Not surprisingly, this increase in execution time is associated with a high computational cost. This computation is usually performed using the general purpose central processing unit (CPU) of a personal computer (PC), with the algorithm implemented as a software routine. Other options available for processing these algorithms include desktop PC graphics processing units (GPUs) and custom designed acceleration hardware devices. GPUs tend to be efficient when dealing with less realistic rendering solutions such as rasterisation, however with their recent drive towards increased programmability they can also be used to process more realistic algorithms. A drawback to the use of GPUs is that these algorithms often have to be reworked to make optimal use of the limited resources available. There are very few custom hardware devices available for acceleration of the photon mapping algorithm. Ray-tracing is the predecessor to photon mapping, and although not capable of producing the same physical accuracy and therefore realism, there are similarities between the algorithms. There have been several hardware prototypes, and at least one commercial offering, created with the goal of accelerating ray-trace rendering [3]. However, properties making many of these proposals suitable for the acceleration of ray-tracing are not shared by photon mapping. There are even fewer proposals for acceleration of the additional functions found only in photon mapping. All of these approaches to algorithm acceleration offer limited scalability. GPUs are inherently difficult to scale, while many of the custom hardware devices available thus far make use of large processing elements and complex acceleration data structures. In this work we make use of three novel approaches in the design of highly scalable specialised hardware structures for the acceleration of the photon mapping algorithm. Increased scalability is gained through: • The use of a brute-force approach in place of the commonly used smart approach, thus eliminating much data pre-processing, complex data structures and large processing units often required. • The use of Logarithmic Number System (LNS) arithmetic computation, which facilitates a reduction in processing area requirement. • A novel redesign of the photon inclusion test, used within the photon search method of the photon mapping algorithm. This allows an intelligent memory structure to be used for the search. The design uses two hardware structures, both of which accelerate one core rendering function. Renderings produced using field programmable gate array (FPGA) based prototypes are presented, along with details of 90nm synthesised versions of the designs which show that close to an orderof- magnitude speedup over a software implementation is possible. Due to the scalable nature of the design, it is likely that any advantage can be maintained in the face of improving processor speeds. Significantly, due to the brute-force approach adopted, it is possible to eliminate an often-used software acceleration method. This means that the device can interface almost directly to a frontend modelling package, minimising much of the pre-processing required by most other proposals

    Developing serious games for cultural heritage: a state-of-the-art review

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    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

    Real-time Global Illumination by Simulating Photon Mapping

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    Serious Games in Cultural Heritage

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    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

    Interactive real-time three-dimensional visualisation of virtual textiles

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    Virtual textile databases provide a cost-efficient alternative to the use of existing hardcover sample catalogues. By taking advantage of the high performance features offered by the latest generation of programmable graphics accelerator boards, it is possible to combine photometric stereo methods with 3D visualisation methods to implement a virtual textile database. In this thesis, we investigate and combine rotation invariant texture retrieval with interactive visualisation techniques. We use a 3D surface representation that is a generic data representation that allows us to combine real-time interactive 3D visualisation methods with present day texture retrieval methods. We begin by investigating the most suitable data format for the 3D surface representation and identify relief-mapping combined with Bézier surfaces as the most suitable 3D surface representations for our needs, and go on to describe how these representation can be combined for real-time rendering. We then investigate ten different methods of implementing rotation invariant texture retrieval using feature vectors. These results show that first order statistics in the form of histogram data are very effective for discriminating colour albedo information, while rotation invariant gradient maps are effective for distinguishing between different types of micro-geometry using either first or second order statistics.Engineering and physical Sciences Research (EPSRC

    The Potential for a GPU-Like Overlay Architecture for FPGAs

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    We propose a soft processor programming model and architecture inspired by graphics processing units (GPUs) that are well-matched to the strengths of FPGAs, namely, highly parallel and pipelinable computation. In particular, our soft processor architecture exploits multithreading, vector operations, and predication to supply a floating-point pipeline of 64 stages via hardware support for up to 256 concurrent thread contexts. The key new contributions of our architecture are mechanisms for managing threads and register files that maximize data-level and instruction-level parallelism while overcoming the challenges of port limitations of FPGA block memories as well as memory and pipeline latency. Through simulation of a system that (i) is programmable via NVIDIA's high-level Cg language, (ii) supports AMD's CTM r5xx GPU ISA, and (iii) is realizable on an XtremeData XD1000 FPGA-based accelerator system, we demonstrate the potential for such a system to achieve 100% utilization of a deeply pipelined floating-point datapath

    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

    Scene independent real-time indirect illumination

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