54 research outputs found

    Real-Time Shadow Using a Combination of Stencil and The Z-Buffer

    Get PDF
    In this paper we describe a real-time shadow generation with volume shadow algorithm in virtual environment that is illuminated by light sources with possibility to move separately. This algorithm uses the combination of stencil and Z-buffers to generate shadow volume. It is simple to understand and implement. We have significantly improved and implemented recent techniques that are used in shadow volume algorithms using stencil buffers especially in order to recognize silhouette, reduce the number of shadow polygons and also redundant length of each triangles that makes the volume shadow. This work may be applied in commercial games or other virtual reality systems

    Real-Time Shadow Using a Combination of Stencil and The Z-Buffer

    Get PDF
    In this paper we describe a real-time shadow generation with volume shadow algorithm in virtual environment that is illuminated by light sources with possibility to move separately. This algorithm uses the combination of stencil and Z-buffers to generate shadow volume. It is simple to understand and implement. We have significantly improved and implemented recent techniques that are used in shadow volume algorithms using stencil buffers especially in order to recognize silhouette, reduce the number of shadow polygons and also redundant length of each triangles that makes the volume shadow. This work may be applied in commercial games or other virtual reality systems

    Efficient algorithms for occlusion culling and shadows

    Get PDF
    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

    Extended edge silhouette detection algorithm to create real-time shadow volume

    Get PDF
    A new algorithm to recognize occluder silhouette to generate shadow volume with some improvement of the traditional shadow volume algorithm is proposed. We named the new algorithm as Extended Edge Silhouette Detection (EESD). Silhouette detection is one of the expensive processes of shadow volumes. The triangular algorithm and visible-non-visible algorithm that are famous algorithms to detect the outline of occluder are renewed. An accurate comparison between these algorithms and a new algorithm has been done. The algorithm is to detect silhouette and decreases the cost of implementation of shadow volume. The obtained results confirm superiority of the proposed algorithm in terms of processing time compared to the previously used traditional algorithms. The last shadow volume algorithm using stencil buffer is rewritten and an algorithm for shadow volume with silhouette detection together is proposed

    Hybrid Silhouette Detection for Real-Time Shadow Volume

    Get PDF
    In shadow volume, the most expensive computation is silhouette detection. In this paper, the triangular algorithm (TA) and visible-non-visible (VnV) algorithm that are famous algorithms to detect the outline of occluder are renewed. In this paper, we proposed a hybrid algorithm based on TA and VnV, namely Hybrid Silhouette Detection (HSD) algorithm. HSD is an improved algorithm that can recognize silhouette for generating real-time shadow volume. Our algorithm involves detecting silhouette and decreases the cost of implementation for shadow volume rendering. The last shadow volume algorithm using stencil buffer is rewritten and an algorithm for shadow volume using HSD with respect of culling invisible parts of scene is proposed. An accurate mathematical comparison between TA, VnV and HSD algorithms is undertaken. The obtained results confirm superiority of our proposed algorithm in terms of processing and rendering time. Our algorithm can be used in virtual environment to increase the frame per second and to enhance the realistic of games programming

    Conservative From-Point Visibility.

    Get PDF
    Visibility determination has been an important part of the computer graphics research for several decades. First studies of the visibility were hidden line removal algorithms, and later hidden surface removal algorithms. Today’s visibility determination is mainly concentrated on conservative, object level visibility determination techniques. Conservative methods are used to accelerate the rendering process when some exact visibility determination algorithm is present. The Z-buffer is a typical exact visibility determination algorithm. The Z-buffer algorithm is implemented in practically every modern graphics chip. This thesis concentrates on a subset of conservative visibility determination techniques. These techniques are sometimes called from-point visibility algorithms. They attempt to estimate a set of visible objects as seen from the current viewpoint. These techniques are typically used with real-time graphics applications such as games and virtual environments. Concentration is on the view frustum culling and occlusion culling. View frustum culling discards objects that are outside of the viewable volume. Occlusion culling algorithms try to identify objects that are not visible because they are behind some other objects. Also spatial data structures behind the efficient implementations of view frustum culling and occlusion culling are reviewed. Spatial data structure techniques like maintaining of dynamic scenes and exploiting spatial and temporal coherences are reviewed.1. Introduction.............................................................................................................1 2. Visibility Problem...................................................................................................3 3. Scene Organization...............................................................................................10 3.1. Bounding Volume Hierarchies and Scene Graphs.................................10 3.2. Spatial Data Structures ...............................................................................13 3.3. Regular Grids...............................................................................................14 3.4. Quadtrees and Octrees ...............................................................................15 3.5. KD-Trees.......................................................................................................20 3.6. BSP-Trees......................................................................................................23 3.7. Exploiting Spatial and Temporal Coherence ..........................................27 3.8. Dynamic Scenes...........................................................................................30 3.9. Summary ......................................................................................................34 4. View Frustum Culling .........................................................................................35 4.1. View Frustum Construction ......................................................................36 4.2. View Frustum Test......................................................................................37 4.3. Hierarchical View Frustum Culling .........................................................41 4.4. Optimizations ..............................................................................................42 4.5. Summary ......................................................................................................44 5. Occlusion Culling .................................................................................................45 5.1. Fundamental Concepts...............................................................................45 5.2. Occluder Selection.......................................................................................46 5.3. Hardware Occlusion Queries....................................................................49 5.4. Object-Space Methods ................................................................................50 5.5. Image-Space Methods ................................................................................55 5.6. Summary ......................................................................................................64 6. Conclusion.............................................................................................................66 References .................................................................................................................... 7

    OpenGL-assisted Visibility Queries of Large Polygonal Models

    Get PDF
    Veröffentlichung des Wilhelm-Schickard-Institut für Informatik Universität Tübinge

    Partial aggregation for collective communication in distributed memory machines

    Get PDF
    High Performance Computing (HPC) systems interconnect a large number of Processing Elements (PEs) in high-bandwidth networks to simulate complex scientific problems. The increasing scale of HPC systems poses great challenges on algorithm designers. As the average distance between PEs increases, data movement across hierarchical memory subsystems introduces high latency. Minimizing latency is particularly challenging in collective communications, where many PEs may interact in complex communication patterns. Although collective communications can be optimized for network-level parallelism, occasional synchronization delays due to dependencies in the communication pattern degrade application performance. To reduce the performance impact of communication and synchronization costs, parallel algorithms are designed with sophisticated latency hiding techniques. The principle is to interleave computation with asynchronous communication, which increases the overall occupancy of compute cores. However, collective communication primitives abstract parallelism which limits the integration of latency hiding techniques. Approaches to work around these limitations either modify the algorithmic structure of application codes, or replace collective primitives with verbose low-level communication calls. While these approaches give fine-grained control for latency hiding, implementing collective communication algorithms is challenging and requires expertise knowledge about HPC network topologies. A collective communication pattern is commonly described as a Directed Acyclic Graph (DAG) where a set of PEs, represented as vertices, resolve data dependencies through communication along the edges. Our approach improves latency hiding in collective communication through partial aggregation. Based on mathematical rules of binary operations and homomorphism, we expose data parallelism in a respective DAG to overlap computation with communication. The proposed concepts are implemented and evaluated with a subset of collective primitives in the Message Passing Interface (MPI), an established communication standard in scientific computing. An experimental analysis with communication-bound microbenchmarks shows considerable performance benefits for the evaluated collective primitives. A detailed case study with a large-scale distributed sort algorithm demonstrates, how partial aggregation significantly improves performance in data-intensive scenarios. Besides better latency hiding capabilities with collective communication primitives, our approach enables further optimizations of their implementations within MPI libraries. The vast amount of asynchronous programming models, which are actively studied in the HPC community, benefit from partial aggregation in collective communication patterns. Future work can utilize partial aggregation to improve the interaction of MPI collectives with acclerator architectures, and to design more efficient communication algorithms

    Robust object-based algorithms for direct shadow simulation

    Get PDF
    En informatique graphique, les algorithmes de générations d'ombres évaluent la quantité de lumière directement perçue par une environnement virtuel. Calculer précisément des ombres est cependant coûteux en temps de calcul. Dans cette dissertation, nous présentons un nouveau système basé objet robuste, qui permet de calculer des ombres réalistes sur des scènes dynamiques et ce en temps interactif. Nos contributions incluent notamment le développement de nouveaux algorithmes de génération d'ombres douces ainsi que leur mise en oeuvre efficace sur processeur graphique. Nous commençons par formaliser la problématique du calcul d'ombres directes. Tout d'abord, nous définissons ce que sont les ombres directes dans le contexte général du transport de la lumière. Nous étudions ensuite les techniques interactives qui génèrent des ombres directes. Suite à cette étude nous montrons que mêmes les algorithmes dit physiquement réalistes se reposent sur des approximations. Nous mettons également en avant, que malgré leur contraintes géométriques, les algorithmes d'ombres basées objet sont un bon point de départ pour résoudre notre problématique de génération efficace et robuste d'ombres directes. Basé sur cette observation, nous étudions alors le système basé objet existant et mettons en avant ses problèmes de robustesse. Nous proposons une nouvelle technique qui améliore la qualité des ombres générées par ce système en lui ajoutant une étape de mélange de pénombres. Malgré des propriétés et des résultats convaincants, les limitations théoriques et de mise en oeuvre limite la qualité générale et les performances de cet algorithme. Nous présentons ensuite un nouvel algorithme d'ombres basées objet. Cet algorithme combine l'efficacité de l'approche basée objet temps réel avec la précision de sa généralisation au rendu hors ligne. Notre algorithme repose sur l'évaluation locale du nombre d'objets entre deux points : la complexité de profondeur. Nous décrivons comment nous utilisons cet algorithme pour échantillonner la complexité de profondeur entre les surfaces visibles d'une scène et une source lumineuse. Nous générons ensuite des ombres à partir de cette information soit en modulant l'éclairage direct soit en intégrant numériquement l'équation d'illumination directe. Nous proposons ensuite une extension de notre algorithme afin qu'il puisse prendre en compte les ombres projetées par des objets semi-opaque. Finalement, nous présentons une mise en oeuvre efficace de notre système qui démontre que des ombres basées objet peuvent être générées de façon efficace et ce même sur une scène dynamique. En rendu temps réel, il est commun de représenter des objets très détaillés encombinant peu de triangles avec des textures qui représentent l'opacité binaire de l'objet. Les techniques de génération d'ombres basées objet ne traitent pas de tels triangles dit "perforés". De par leur nature, elles manipulent uniquement les géométries explicitement représentées par des primitives géométriques. Nous présentons une nouvel algorithme basé objet qui lève cette limitation. Nous soulignons que notre méthode peut être efficacement combinée avec les systèmes existants afin de proposer un système unifié basé objet qui génère des ombres à la fois pour des maillages classiques et des géométries perforées. La mise en oeuvre proposée montre finalement qu'une telle combinaison fournit une solution élégante, efficace et robuste à la problématique générale de l'éclairage direct et ce aussi bien pour des applications temps réel que des applications sensibles à la la précision du résultat.Direct shadow algorithms generate shadows by simulating the direct lighting interaction in a virtual environment. The main challenge with the accurate direct shadow problematic is its computational cost. In this dissertation, we develop a new robust object-based shadow framework that provides realistic shadows at interactive frame rate on dynamic scenes. Our contributions include new robust object-based soft shadow algorithms and efficient interactive implementations. We start, by formalizing the direct shadow problematic. Following the light transport problematic, we first formalize what are robust direct shadows. We then study existing interactive direct shadow techniques and outline that the real time direct shadow simulation remains an open problem. We show that even the so called physically plausible soft shadow algorithms still rely on approximations. Nevertheless we exhibit that, despite their geometric constraints, object-based approaches seems well suited when targeting accurate solutions. Starting from the previous analyze, we investigate the existing object-based shadow framework and discuss about its robustness issues. We propose a new technique that drastically improve the resulting shadow quality by improving this framework with a penumbra blending stage. We present a practical implementation of this approach. From the obtained results, we outline that, despite desirable properties, the inherent theoretical and implementation limitations reduce the overall quality and performances of the proposed algorithm. We then present a new object-based soft shadow algorithm. It merges the efficiency of the real time object-based shadows with the accuracy of its offline generalization. The proposed algorithm lies onto a new local evaluation of the number of occluders between twotwo points (\ie{} the depth complexity). We describe how we use this algorithm to sample the depth complexity between any visible receiver and the light source. From this information, we compute shadows by either modulate the direct lighting or numerically solve the direct illumination with an accuracy depending on the light sampling strategy. We then propose an extension of our algorithm in order to handle shadows cast by semi opaque occluders. We finally present an efficient implementation of this framework that demonstrates that object-based shadows can be efficiently used on complex dynamic environments. In real time rendering, it is common to represent highly detailed objects with few triangles and transmittance textures that encode their binary opacity. Object-based techniques do not handle such perforated triangles. Due to their nature, they can only evaluate the shadows cast by models whose their shape is explicitly defined by geometric primitives. We describe a new robust object-based algorithm that addresses this main limitation. We outline that this method can be efficiently combine with object-based frameworks in order to evaluate approximative shadows or simulate the direct illumination for both common meshes and perforated triangles. The proposed implementation shows that such combination provides a very strong and efficient direct lighting framework, well suited to many domains ranging from quality sensitive to performance critical applications
    • …
    corecore