1,471 research outputs found

    Perspective-Driven Radiosity on Graphics Hardware

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    Radiosity is a global illumination algorithm used by artists, architects, and engineers for its realistic simulation of lighting. Since the illumination model is global, complexity and run time grow as larger environments are provided. Algorithms exist which generate an incremental result and provide weighting based on the user's view of the environment. This thesis introduces an algorithm for directing and focusing radiosity calculations relative to the user's point-of-view and within the user's field-of-view, generating visually interesting results for a localized area more quickly than a traditional global approach. The algorithm, referred to as perspective-driven radiosity, is an extension of the importance-driven radiosity algorithm, which itself is an extension of the progressive refinement radiosity algorithm. The software implemented during research into the point-of-view/field-of-view-driven algorithm can demonstrate both of these algorithms, and can generate results for arbitrary geometry. Parameters can be adjusted by the user to provide results that favor speed or quality. To take advantage of the scalability of programmable graphics hardware, the algorithm is implemented as an extension of progressive refinement radiosity on the GPU, using OpenGL and GLSL. Results from each of the three implemented radiosity algorithms are compared using a variety of geometry

    Incorporation of shuttle CCT parameters in computer simulation models

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    Computer simulations of shuttle missions have become increasingly important during recent years. The complexity of mission planning for satellite launch and repair operations which usually involve EVA has led to the need for accurate visibility and access studies. The PLAID modeling package used in the Man-Systems Division at Johnson currently has the necessary capabilities for such studies. In addition, the modeling package is used for spatial location and orientation of shuttle components for film overlay studies such as the current investigation of the hydrogen leaks found in the shuttle flight. However, there are a number of differences between the simulation studies and actual mission viewing. These include image blur caused by the finite resolution of the CCT monitors in the shuttle and signal noise from the video tubes of the cameras. During the course of this investigation the shuttle CCT camera and monitor parameters are incorporated into the existing PLAID framework. These parameters are specific for certain camera/lens combinations and the SNR characteristics of these combinations are included in the noise models. The monitor resolution is incorporated using a Gaussian spread function such as that found in the screen phosphors in the shuttle monitors. Another difference between the traditional PLAID generated images and actual mission viewing lies in the lack of shadows and reflections of light from surfaces. Ray tracing of the scene explicitly includes the lighting and material characteristics of surfaces. The results of some preliminary studies using ray tracing techniques for the image generation process combined with the camera and monitor effects are also reported

    Real-time Global Illumination by Simulating Photon Mapping

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    Efficient From-Point Visibility for Global Illumination in Virtual Scenes with Participating Media

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    Sichtbarkeitsbestimmung ist einer der fundamentalen Bausteine fotorealistischer Bildsynthese. Da die Berechnung der Sichtbarkeit allerdings äußerst kostspielig zu berechnen ist, wird nahezu die gesamte Berechnungszeit darauf verwendet. In dieser Arbeit stellen wir neue Methoden zur Speicherung, Berechnung und Approximation von Sichtbarkeit in Szenen mit streuenden Medien vor, die die Berechnung erheblich beschleunigen, dabei trotzdem qualitativ hochwertige und artefaktfreie Ergebnisse liefern

    Implementation and Analysis of an Image-Based Global Illumination Framework for Animated Environments

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    We describe a new framework for efficiently computing and storing global illumination effects for complex, animated environments. The new framework allows the rapid generation of sequences representing any arbitrary path in a view space within an environment in which both the viewer and objects move. The global illumination is stored as time sequences of range-images at base locations that span the view space. We present algorithms for determining locations for these base images, and the time steps required to adequately capture the effects of object motion. We also present algorithms for computing the global illumination in the base images that exploit spatial and temporal coherence by considering direct and indirect illumination separately. We discuss an initial implementation using the new framework. Results and analysis of our implementation demonstrate the effectiveness of the individual phases of the approach; we conclude with an application of the complete framework to a complex environment that includes object motion

    Hardware Acceleration of Progressive Refinement Radiosity using Nvidia RTX

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    A vital component of photo-realistic image synthesis is the simulation of indirect diffuse reflections, which still remain a quintessential hurdle that modern rendering engines struggle to overcome. Real-time applications typically pre-generate diffuse lighting information offline using radiosity to avoid performing costly computations at run-time. In this thesis we present a variant of progressive refinement radiosity that utilizes Nvidia's novel RTX technology to accelerate the process of form-factor computation without compromising on visual fidelity. Through a modern implementation built on DirectX 12 we demonstrate that offloading radiosity's visibility component to RT cores significantly improves the lightmap generation process and potentially propels it into the domain of real-time.Comment: 114 page

    GPU-Based Global Illumination Using Lightcuts

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    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

    Efficient multi-bounce lightmap creation using GPU forward mapping

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    Computer graphics can nowadays produce images in realtime that are hard to distinguish from photos of a real scene. One of the most important aspects to achieve this is the interaction of light with materials in the virtual scene. The lighting computation can be separated in two different parts. The first part is concerned with the direct illumination that is applied to all surfaces lit by a light source; algorithms related to this have been greatly improved over the last decades and together with the improvements of the graphics hardware can now produce realistic effects. The second aspect is about the indirect illumination which describes the multiple reflections of light from each surface. In reality, light that hits a surface is never fully absorbed, but instead reflected back into the scene. And even this reflected light is then reflected again and again until its energy is depleted. These multiple reflections make indirect illumination very computationally expensive. The first problem regarding indirect illumination is therefore, how it can be simplified to compute it faster. Another question concerning indirect illumination is, where to compute it. It can either be computed in the fixed image that is created when rendering the scene or it can be stored in a light map. The drawback of the first approach is, that the results need to be recomputed for every frame in which the camera changed. The second approach, on the other hand, is already used for a long time. Once a static scene has been set up, the lighting situation is computed regardless of the time it takes and the result is then stored into a light map. This is a texture atlas for the scene in which each surface point in the virtual scene has exactly one surface point in the 2D texture atlas. When displaying the scene with this approach, the indirect illumination does not need to be recomputed, but is simply sampled from the light map. The main contribution of this thesis is the development of a technique that computes the indirect illumination solution for a scene at interactive rates and stores the result into a light atlas for visualizing it. To achieve this, we overcome two main obstacles. First, we need to be able to quickly project data from any given camera configuration into the parts of the texture that are currently used for visualizing the 3D scene. Since our approach for computing and storing indirect illumination requires a huge amount of these projections, it needs to be as fast as possible. Therefore, we introduce a technique that does this projection entirely on the graphics card with a single draw call. Second, the reflections of light into the scene need to be computed quickly. Therefore, we separate the computation into two steps, one that quickly approximates the spreading of the light into the scene and a second one that computes the visually smooth final result using the aforementioned projection technique. The final technique computes the indirect illumination at interactive rates even for big scenes. It is furthermore very flexible to let the user choose between high quality results or fast computations. This allows the method to be used for quickly editing the lighting situation with high speed previews and then computing the final result in perfect quality at still interactive rates. The technique introduced for projecting data into the texture atlas is in itself highly flexible and also allows for fast painting onto objects and projecting data onto it, considering all perspective distortions and self-occlusions
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