168 research outputs found

    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

    Divide and Conquer G-Buffer Ray Tracing

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    Efficient algorithms for occlusion culling and shadows

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    The goal of this research is to develop more efficient techniques for computing the visibility and shadows in real-time rendering of three-dimensional scenes. Visibility algorithms determine what is visible from a camera, whereas shadow algorithms solve the same problem from the viewpoint of a light source. In rendering, a lot of computational resources are often spent on primitives that are not visible in the final image. One visibility algorithm for reducing the overhead is occlusion culling, which quickly discards the objects or primitives that are obstructed from the view by other primitives. A new method is presented for performing occlusion culling using silhouettes of meshes instead of triangles. Additionally, modifications are suggested to occlusion queries in order to reduce their computational overhead. The performance of currently available graphics hardware depends on the ordering of input primitives. A new technique, called delay streams, is proposed as a generic solution to order-dependent problems. The technique significantly reduces the pixel processing requirements by improving the efficiency of occlusion culling inside graphics hardware. Additionally, the memory requirements of order-independent transparency algorithms are reduced. A shadow map is a discretized representation of the scene geometry as seen by a light source. Typically the discretization causes difficult aliasing issues, such as jagged shadow boundaries and incorrect self-shadowing. A novel solution is presented for suppressing all types of aliasing artifacts by providing the correct sampling points for shadow maps, thus fully abandoning the previously used regular structures. Also, a simple technique is introduced for limiting the shadow map lookups to the pixels that get projected inside the shadow map. The fillrate problem of hardware-accelerated shadow volumes is greatly reduced with a new hierarchical rendering technique. The algorithm performs per-pixel shadow computations only at visible shadow boundaries, and uses lower resolution shadows for the parts of the screen that are guaranteed to be either fully lit or fully in shadow. The proposed techniques are expected to improve the rendering performance in most real-time applications that use 3D graphics, especially in computer games. More efficient algorithms for occlusion culling and shadows are important steps towards larger, more realistic virtual environments.reviewe

    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

    Tighter bounding volumes for better occlusion culling performance

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    Bounding volumes are used in computer graphics to approximate the actual geometric shape of an object in a scene. The main intention is to reduce the costs associated with visibility or interference tests. The bounding volumes most commonly used have been axis-aligned bounding boxes and bounding spheres. In this paper, we propose the use of discrete orientation polytopes (\kdops) as bounding volumes for the specific use of visibility culling. Occlusion tests are computed more accurately using \kdops, but most importantly, they are also computed more efficiently. We illustrate this point through a series of experiments using a wide range of data models under varying viewing conditions. Although no bounding volume works the best in every situation, {\kdops} are often the best, and also work very well in those cases where they are not the best, therefore they provide good results without having to analyze applications and different bounding volumes

    Efficient Real-Time Rendering of Building Information Models

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    A Building Information Model (BIM) is a powerful concept, since it allows both 2D-drawings and 3D-models of buildings or facilities to be extracted from the same source of data. Compared to a general 3D-CAD model a BIM is a different kind of representation, since it defines not only geometrical data but also information regarding spatial relations and semantics. However, because of the large number of individual objects and high geometric complexity, 3D-data obtained from a BIM are not easily used for real-time rendering without further processing. In this paper we present a culling system specifically designed for efficient real-time rendering of BIM’s. By utilizing the unique properties of a BIM we can form the required data structures without manual modification or expensive preprocessing of the input data. Using hardware occlusion queries together with additional mechanisms based on specific BIM-data, the presented system achieves good culling efficiency for both indoor and outdoor cases

    Common Atlas Format and 3D Brain Atlas Reconstructor: Infrastructure for Constructing 3D Brain Atlases

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    One of the challenges of modern neuroscience is integrating voluminous data of diferent modalities derived from a variety of specimens. This task requires a common spatial framework that can be provided by brain atlases. The first atlases were limited to two-dimentional presentation of structural data. Recently, attempts at creating 3D atlases have been made to offer navigation within non-standard anatomical planes and improve capability of localization of different types of data within the brain volume. The 3D atlases available so far have been created using frameworks which make it difficult for other researchers to replicate the results. To facilitate reproducible research and data sharing in the field we propose an SVG-based Common Atlas Format (CAF) to store 2D atlas delineations or other compatible data and 3D Brain Atlas Reconstructor (3dBAR), software dedicated to automated reconstruction of three-dimensional brain structures from 2D atlas data. The basic functionality is provided by (1) a set of parsers which translate various atlases from a number of formats into the CAF, and (2) a module generating 3D models from CAF datasets. The whole reconstruction process is reproducible and can easily be configured, tracked and reviewed, which facilitates fixing errors. Manual corrections can be made when automatic reconstruction is not sufficient. The software was designed to simplify interoperability with other neuroinformatics tools by using open file formats. The content can easily be exchanged at any stage of data processing. The framework allows for the addition of new public or proprietary content

    Sparse Volumetric Deformation

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    Volume rendering is becoming increasingly popular as applications require realistic solid shape representations with seamless texture mapping and accurate filtering. However rendering sparse volumetric data is difficult because of the limited memory and processing capabilities of current hardware. To address these limitations, the volumetric information can be stored at progressive resolutions in the hierarchical branches of a tree structure, and sampled according to the region of interest. This means that only a partial region of the full dataset is processed, and therefore massive volumetric scenes can be rendered efficiently. The problem with this approach is that it currently only supports static scenes. This is because it is difficult to accurately deform massive amounts of volume elements and reconstruct the scene hierarchy in real-time. Another problem is that deformation operations distort the shape where more than one volume element tries to occupy the same location, and similarly gaps occur where deformation stretches the elements further than one discrete location. It is also challenging to efficiently support sophisticated deformations at hierarchical resolutions, such as character skinning or physically based animation. These types of deformation are expensive and require a control structure (for example a cage or skeleton) that maps to a set of features to accelerate the deformation process. The problems with this technique are that the varying volume hierarchy reflects different feature sizes, and manipulating the features at the original resolution is too expensive; therefore the control structure must also hierarchically capture features according to the varying volumetric resolution. This thesis investigates the area of deforming and rendering massive amounts of dynamic volumetric content. The proposed approach efficiently deforms hierarchical volume elements without introducing artifacts and supports both ray casting and rasterization renderers. This enables light transport to be modeled both accurately and efficiently with applications in the fields of real-time rendering and computer animation. Sophisticated volumetric deformation, including character animation, is also supported in real-time. This is achieved by automatically generating a control skeleton which is mapped to the varying feature resolution of the volume hierarchy. The output deformations are demonstrated in massive dynamic volumetric scenes

    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

    Visualization and inspection of the geometry of particle packings

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    Gegenstand dieser Dissertation ist die Entwicklung von effizienten Verfahren zur Visualisierung und Inspektion der Geometrie von Partikelmischungen. Um das Verhalten der Simulation für die Partikelmischung besser zu verstehen und zu überwachen, sollten nicht nur die Partikel selbst, sondern auch spezielle von den Partikeln gebildete Bereiche, die den Simulationsfortschritt und die räumliche Verteilung von Hotspots anzeigen können, visualisiert werden können. Dies sollte auch bei großen Packungen mit Millionen von Partikeln zumindest mit einer interaktiven Darstellungsgeschwindigkeit möglich sein. . Da die Simulation auf der Grafikkarte (GPU) durchgeführt wird, sollten die Visualisierungstechniken die Daten des GPU-Speichers vollständig nutzen. Um die Qualität von trockenen Partikelmischungen wie Beton zu verbessern, wurde der Korngrößenverteilung große Aufmerksamkeit gewidmet, die die Raumfüllungsrate hauptsächlich beeinflusst und daher zwei der wichtigsten Eigenschaften des Betons bestimmt: die strukturelle Robustheit und die Haltbarkeit. Anhand der Korngrößenverteilung kann die Raumfüllungsrate durch Computersimulationen bestimmt werden, die analytischen Ansätzen in der Praxis wegen der breiten Größenverteilung der Partikel oft überlegen sind. Eine der weit verbreiteten Simulationsmethoden ist das Collective Rearrangement, bei dem die Partikel zunächst an zufälligen Positionen innerhalb eines Behälters platziert werden. Später werden Überlappungen zwischen Partikeln aufgelöst, indem überlappende Partikel voneinander weggedrückt werden. Durch geschickte Anpassung der Behältergröße während der Simulation, kann die Collective Rearrangement-Methode am Ende eine ziemlich dichte Partikelpackung generieren. Es ist jedoch sehr schwierig, den gesamten Simulationsprozess ohne ein interaktives Visualisierungstool zu optimieren oder dort Fehler zu finden. Ausgehend von der etablierten rasterisierungsbasierten Methode zum Darstellen einer großen Menge von Kugeln, bietet diese Dissertation zunächst schnelle und pixelgenaue Methoden zur neuartigen Visualisierung der Überlappungen und Freiräume zwischen kugelförmigen Partikeln innerhalb eines Behälters.. Die auf Rasterisierung basierenden Verfahren funktionieren gut für kleinere Partikelpackungen bis ca. eine Million Kugeln. Bei größeren Packungen entstehen Probleme durch die lineare Laufzeit und den Speicherverbrauch. Zur Lösung dieses Problems werden neue Methoden mit Hilfe von Raytracing zusammen mit zwei neuen Arten von Bounding-Volume-Hierarchien (BVHs) bereitgestellt. Diese können den Raytracing-Prozess deutlich beschleunigen --- die erste kann die vorhandene Datenstruktur für die Simulation wiederverwenden und die zweite ist speichereffizienter. Beide BVHs nutzen die Idee des Loose Octree und sind die ersten ihrer Art, die die Größe von Primitiven für interaktives Raytracing mit häufig aktualisierten Beschleunigungsdatenstrukturen berücksichtigen. Darüber hinaus können die Visualisierungstechniken in dieser Dissertation auch angepasst werden, um Eigenschaften wie das Volumen bestimmter Bereiche zu berechnen. All diese Visualisierungstechniken werden dann auf den Fall nicht-sphärischer Partikel erweitert, bei denen ein nicht-sphärisches Partikel durch ein starres System von Kugeln angenähert wird, um die vorhandene kugelbasierte Simulation wiederverwenden zu können. Dazu wird auch eine neue GPU-basierte Methode zum effizienten Füllen eines nicht-kugelförmigen Partikels mit polydispersen überlappenden Kugeln vorgestellt, so dass ein Partikel mit weniger Kugeln gefüllt werden kann, ohne die Raumfüllungsrate zu beeinträchtigen. Dies erleichtert sowohl die Simulation als auch die Visualisierung. Basierend auf den Arbeiten in dieser Dissertation können ausgefeiltere Algorithmen entwickelt werden, um großskalige nicht-sphärische Partikelmischungen effizienter zu visualisieren. Weiterhin kann in Zukunft Hardware-Raytracing neuerer Grafikkarten anstelle des in dieser Dissertation eingesetzten Software-Raytracing verwendet werden. Die neuen Techniken können auch als Grundlage für die interaktive Visualisierung anderer partikelbasierter Simulationen verwendet werden, bei denen spezielle Bereiche wie Freiräume oder Überlappungen zwischen Partikeln relevant sind.The aim of this dissertation is to find efficient techniques for visualizing and inspecting the geometry of particle packings. Simulations of such packings are used e.g. in material sciences to predict properties of granular materials. To better understand and supervise the behavior of these simulations, not only the particles themselves but also special areas formed by the particles that can show the progress of the simulation and spatial distribution of hot spots, should be visualized. This should be possible with a frame rate that allows interaction even for large scale packings with millions of particles. Moreover, given the simulation is conducted in the GPU, the visualization techniques should take full use of the data in the GPU memory. To improve the performance of granular materials like concrete, considerable attention has been paid to the particle size distribution, which is the main determinant for the space filling rate and therefore affects two of the most important properties of the concrete: the structural robustness and the durability. Given the particle size distribution, the space filling rate can be determined by computer simulations, which are often superior to analytical approaches due to irregularities of particles and the wide range of size distribution in practice. One of the widely adopted simulation methods is the collective rearrangement, for which particles are first placed at random positions inside a container, later overlaps between particles will be resolved by letting overlapped particles push away from each other to fill empty space in the container. By cleverly adjusting the size of the container according to the process of the simulation, the collective rearrangement method could get a pretty dense particle packing in the end. However, it is very hard to fine-tune or debug the whole simulation process without an interactive visualization tool. Starting from the well-established rasterization-based method to render spheres, this dissertation first provides new fast and pixel-accurate methods to visualize the overlaps and free spaces between spherical particles inside a container. The rasterization-based techniques perform well for small scale particle packings but deteriorate for large scale packings due to the large memory requirements that are hard to be approximated correctly in advance. To address this problem, new methods based on ray tracing are provided along with two new kinds of bounding volume hierarchies (BVHs) to accelerate the ray tracing process --- the first one can reuse the existing data structure for simulation and the second one is more memory efficient. Both BVHs utilize the idea of loose octree and are the first of their kind to consider the size of primitives for interactive ray tracing with frequently updated acceleration structures. Moreover, the visualization techniques provided in this dissertation can also be adjusted to calculate properties such as volumes of the specific areas. All these visualization techniques are then extended to non-spherical particles, where a non-spherical particle is approximated by a rigid system of spheres to reuse the existing simulation. To this end a new GPU-based method is presented to fill a non-spherical particle with polydisperse possibly overlapping spheres efficiently, so that a particle can be filled with fewer spheres without sacrificing the space filling rate. This eases both simulation and visualization. Based on approaches presented in this dissertation, more sophisticated algorithms can be developed to visualize large scale non-spherical particle mixtures more efficiently. Besides, one can try to exploit the hardware ray tracing of more recent graphic cards instead of maintaining the software ray tracing as in this dissertation. The new techniques can also become the basis for interactively visualizing other particle-based simulations, where special areas such as free space or overlaps between particles are of interest
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