233,369 research outputs found

    Hardware accelerated volume texturing.

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    The emergence of volume graphics, a sub field in computer graphics, has been evident for the last 15 years. Growing from scientific visualization problems, volume graphics has established itself as an important field in general computer graphics. However, the general graphics fraternity still favour the established surface graphics techniques. This is due to well founded and established techniques and a complete pipeline through software onto display hardware. This enables real-time applications to be constructed with ease and used by a wide range of end users due to the readily available graphics hardware adopted by many computer manufacturers. Volume graphics has traditionally been restricted to high-end systems due to the complexity involved with rendering volume datasets. Either specialised graphics hardware or powerful computers were required to generate images, many of these not in real-time. Although there have been specialised hardware solutions to the volume rendering problem, the adoption of the volume dataset as a primitive relies on end-users with commodity hardware being able to display images at interactive rates. The recent emergence of programmable consumer level graphics hardware is now allowing these platforms to compute volume rendering at interactive rates. Most of the work in this field is directed towards scientific visualisation. The work in this thesis addresses the issues in providing real-time volume graphics techniques to the general graphics community using commodity graphics hardware. Real-time texturing of volumetric data is explored as an important set of techniques in delivering volume datasets as a general graphics primitive. The main contributions of this work are; The introduction of efficient acceleration techniques; Interactive display of amorphous phenomena modelled outside an object defined in a volume dataset; Interactive procedural texture synthesis for volume data; 2D texturing techniques and extensions for volume data in real-time; A flexible surface detail mapping algorithm that removes many previous restrictions Parts of this work have been presented at the 4th International Workshop on Volume Graphics and also published in Volume Graphics 2005

    Volume ray casting techniques and applications using general purpose computations on graphics processing units

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    Traditional 3D computer graphics focus on rendering the exterior of objects. Volume rendering is a technique used to visualize information corresponding to the interior of an object, commonly used in medical imaging and other fields. Visualization of such data may be accomplished by ray casting; an embarrassingly parallel algorithm also commonly used in ray tracing. There has been growing interest in performing general purpose computations on graphics processing units (GPGPU), which are capable exploiting parallel applications and yielding far greater performance than sequential implementations on CPUs. Modern GPUs allow for rapid acceleration of volume rendering applications, offering affordable high performance visualization systems. This thesis explores volume ray casting performance and visual quality enhancements using the NVIDIA CUDA platform, and demonstrates how high quality volume renderings can be produced with interactive and real time frame rates on modern commodity graphics hardware. A number of techniques are employed in this effort, including early ray termination, super sampling and texture filtering. In a performance comparison of a sequential versus CUDA implementation on high-end hardware, the latter is capable of rendering 60 frames per second with an impressive price-performance ratio heavily favoring GPUs. A number of unique volume rendering applications are explored including multiple volume rendering capable of arbitrary placement and rigid volume registration, hypertexturing and stereoscopic anaglyphs, each greatly enhanced by the real time interaction of volume data. The techniques and applications discussed in this thesis may prove to be invaluable tools in fields such as medical and molecular imaging, flow and scientific visualization, engineering drawing and many others

    Real-time environmental forecasts of the Chesapeake Bay: Model setup, improvements, and online visualization

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    Daily real-time nowcasts (current conditions) and 2-day forecasts of environmental conditions in the Chesapeake Bay have been continuously available for 4 years. The forecasts use a 3-D hydrodynamic-biogeochemical model with 1–2 km resolution and 3-D output every 6 h that includes salinity, water temperature, pH, aragonite saturation state, alkalinity, dissolved oxygen, and hypoxic volume. Visualizations of the forecasts are available through a local institutional website (www.vims.edu/hypoxia) and the MARACOOS Oceans Map portal (https://oceansmap.maracoos.org/chesapeake-bay/). Modifications to real-time graphics on the local website are routinely made based on stakeholder input and are formatted for use on a mobile device. Continuous model input files were developed from daily real-time forecast input files, for hindcast simulations and efficient evaluation and improvement of the real-time model. This manuscript describes the setup of the environmental forecasting system, how the model accuracy has been improved, and the revision of online graphics based on stakeholder feedback

    GPU-Based Volume Rendering of Noisy Multi-Spectral Astronomical Data

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    Traditional analysis techniques may not be sufficient for astronomers to make the best use of the data sets that current and future instruments, such as the Square Kilometre Array and its Pathfinders, will produce. By utilizing the incredible pattern-recognition ability of the human mind, scientific visualization provides an excellent opportunity for astronomers to gain valuable new insight and understanding of their data, particularly when used interactively in 3D. The goal of our work is to establish the feasibility of a real-time 3D monitoring system for data going into the Australian SKA Pathfinder archive. Based on CUDA, an increasingly popular development tool, our work utilizes the massively parallel architecture of modern graphics processing units (GPUs) to provide astronomers with an interactive 3D volume rendering for multi-spectral data sets. Unlike other approaches, we are targeting real time interactive visualization of datasets larger than GPU memory while giving special attention to data with low signal to noise ratio - two critical aspects for astronomy that are missing from most existing scientific visualization software packages. Our framework enables the astronomer to interact with the geometrical representation of the data, and to control the volume rendering process to generate a better representation of their datasets.Comment: 4 pages, 1 figure, to appear in the proceedings of ADASS XIX, Oct 4-8 2009, Sapporo, Japan (ASP Conf. Series

    Single Scattering Effects for Computer Games

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    International audienceThis paper addresses the rendering of single scattering effects such as glows and shafts of light, along with volumetric shadows induced by shadow casters in the participating media in real-time. Our method is easy to integrate in a video game graphics engine using the shadow volume technique since it requires only a little additional texture memory and is implemented with simple shaders. Realistic images can be produced in real-time for usual graphic scenes and at a high level framerate for complex scenes, allowing changes in the properties of participating medium, animations of objects and even light sources movements

    Metode Pencahayaan Menggunakan Spherical Harmonic Pada object Tiga Dimensi

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    The development of computer graphics Teknlogi more rapidly cause the creation of graphics applica- tion programs that can produce realistic images, particularly images of photorealistic three-dimensional (-quality photos). To produce three-dimensional image can be done by several methods one of them is lighting technique.This technique uses Spherical Harmonics. Spherical Harmonics is a technique to com- pute the 3D model of local illumination light source that allows us to capture the light, giving light style back and show images in real-time global illumination. The method used is precomputed Radiance Trans- fer, Volume irradiance, Shadow blockers. Combining these three methods yielded good lighting in 3D games will be realistic

    Streaming narrow-band algorithm: interactive computation and visualization of level sets

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    Journal ArticleAbstract-Deformable isosurfaces, implemented with level-set methods, have demonstrated a great potential in visualization and computer graphics for applications such as segmentation, surface processing, and physically-based modeling. Their usefulness has been limited, however, by their high computational cost and reliance on significant parameter tuning. This paper presents a solution to these challenges by describing graphics processor (GPU) based algorithms for solving and visualizing level-set solutions at interactive rates. The proposed solution is based on a new, streaming implementation of the narrow-band algorithm. The new algorithm packs the level-set isosurface data into 2D texture memory via a multidimensional virtual memory system. As the level set moves, this texturebased representation is dynamically updated via a novel GPU-to-CPU message passing scheme. By integrating the level-set solver with a real-time volume renderer, a user can visualize and intuitively steer the level-set surface as it evolves. We demonstrate the capabilities of this technology for interactive volume segmentation and visualization
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