5,247 research outputs found

    Fragment-History Volumes

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    Hardware-based triangle rasterization is still the prevalent method for generating images at real-time interactive frame rates. With the availability of a programmable graphics pipeline a large variety of techniques are supported for evaluating lighting and material properties of fragments. However, these techniques are usually restricted to evaluating local lighting and material effects. In addition, view-point changes require the complete processing of scene data to generate appropriate images. Reusing already rendered data in the frame buffer for a given view point by warping for a new viewpoint increases navigation fidelity at the expense of introducing artifacts for fragments previously hidden from the viewer. We present fragment-history volumes (FHV), a rendering technique based on a sparse, discretized representation of a 3d scene that emerges from recording all fragments that pass the rasterization stage in the graphics pipeline. These fragments are stored into per-pixel or per-octant lists for further processing; essentially creating an A-buffer. FHVs using per-octant fragment lists are view independent and allow fast resampling for image generation as well as for using more sophisticated approaches to evaluate material and lighting properties, eventually enabling global-illumination evaluation in the standard graphics pipeline available on current hardware. We show how FHVs are stored on the GPU in several ways, how they are created, and how they can be used for image generation at high rates. We discuss results for different usage scenarios, variations of the technique, and some limitations

    Visibility rendering order: Improving energy efficiency on mobile GPUs through frame coherence

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    During real-time graphics rendering, objects are processed by the GPU in the order they are submitted by the CPU, and occluded surfaces are often processed even though they will end up not being part of the final image, thus wasting precious time and energy. To help discard occluded surfaces, most current GPUs include an Early-Depth test before the fragment processing stage. However, to be effective it requires that opaque objects are processed in a front-to-back order. Depth sorting and other occlusion culling techniques at the object level incur overheads that are only offset for applications having substantial depth and/or fragment shading complexity, which is often not the case in mobile workloads. We propose a novel architectural technique for mobile GPUs, Visibility Rendering Order (VRO), which reorders objects front-to-back entirely in hardware by exploiting the fact that the objects in graphics animated applications tend to keep its relative depth order across consecutive frames (temporal coherence). Since order relationships are already tested by the Depth Test, VRO incurs minimal energy overheads because it just requires adding a small hardware to capture that information and use it later to guide the rendering of the following frame. Moreover, unlike other approaches, this unit works in parallel with the graphics pipeline without any performance overhead. We illustrate the benefits of VRO using various unmodified commercial 3D applications for which VRO achieves 27% speed-up and 14.8% energy reduction on average over a state-of-the-art mobile GPU.Peer ReviewedPostprint (author's final draft

    Neural Radiance Fields: Past, Present, and Future

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    The various aspects like modeling and interpreting 3D environments and surroundings have enticed humans to progress their research in 3D Computer Vision, Computer Graphics, and Machine Learning. An attempt made by Mildenhall et al in their paper about NeRFs (Neural Radiance Fields) led to a boom in Computer Graphics, Robotics, Computer Vision, and the possible scope of High-Resolution Low Storage Augmented Reality and Virtual Reality-based 3D models have gained traction from res with more than 1000 preprints related to NeRFs published. This paper serves as a bridge for people starting to study these fields by building on the basics of Mathematics, Geometry, Computer Vision, and Computer Graphics to the difficulties encountered in Implicit Representations at the intersection of all these disciplines. This survey provides the history of rendering, Implicit Learning, and NeRFs, the progression of research on NeRFs, and the potential applications and implications of NeRFs in today's world. In doing so, this survey categorizes all the NeRF-related research in terms of the datasets used, objective functions, applications solved, and evaluation criteria for these applications.Comment: 413 pages, 9 figures, 277 citation

    BeyondPixels: A Comprehensive Review of the Evolution of Neural Radiance Fields

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    Neural rendering combines ideas from classical computer graphics and machine learning to synthesize images from real-world observations. NeRF, short for Neural Radiance Fields, is a recent innovation that uses AI algorithms to create 3D objects from 2D images. By leveraging an interpolation approach, NeRF can produce new 3D reconstructed views of complicated scenes. Rather than directly restoring the whole 3D scene geometry, NeRF generates a volumetric representation called a ``radiance field,'' which is capable of creating color and density for every point within the relevant 3D space. The broad appeal and notoriety of NeRF make it imperative to examine the existing research on the topic comprehensively. While previous surveys on 3D rendering have primarily focused on traditional computer vision-based or deep learning-based approaches, only a handful of them discuss the potential of NeRF. However, such surveys have predominantly focused on NeRF's early contributions and have not explored its full potential. NeRF is a relatively new technique continuously being investigated for its capabilities and limitations. This survey reviews recent advances in NeRF and categorizes them according to their architectural designs, especially in the field of novel view synthesis.Comment: 22 page, 1 figure, 5 tabl

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    VRCC-3D+: Qualitative spatial and temporal reasoning in 3 dimensions

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    Qualitative Spatial Reasoning (QSR) has varying applications in Geographic Information Systems (GIS), visual programming language semantics, and digital image analysis. Systems for spatial reasoning over a set of objects have evolved in both expressive power and complexity, but implementations or usages of these systems are not common. This is partially due to the computational complexity of the operations required by the reasoner to make informed decisions about its surroundings. These theoretical systems are designed to focus on certain criteria, including efficiency of computation, ease of human comprehension, and expressive power. Sadly, the implementation of these systems is frequently left as an exercise for the reader. Herein, a new QSR system, VRCC-3D+, is proposed that strives to maximize expressive power while minimizing the complexity of reasoning and computational cost of using the system. This system is an evolution of RCC-3D; the system and implementation are constantly being refined to handle the complexities of the reasoning being performed. The refinements contribute to the accuracy, correctness, and speed of the implementation. To improve the accuracy and correctness of the implementation, a way to dynamically change error tolerance in the system to more accurately reflect what the user sees is designed. A method that improves the speed of determining spatial relationships between objects by using composition tables and decision trees is introduced, and improvements to the system itself are recommended; by streamlining the relation set and enforcing strict rules for the precision of the predicates that determine the relationships between objects. A potential use case and prototype implementation is introduced to further motivate the need for implementations of QSR systems, and show that their use is not precluded by computational complexity. --Abstract, page iv

    TeTriRF: Temporal Tri-Plane Radiance Fields for Efficient Free-Viewpoint Video

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    Neural Radiance Fields (NeRF) revolutionize the realm of visual media by providing photorealistic Free-Viewpoint Video (FVV) experiences, offering viewers unparalleled immersion and interactivity. However, the technology's significant storage requirements and the computational complexity involved in generation and rendering currently limit its broader application. To close this gap, this paper presents Temporal Tri-Plane Radiance Fields (TeTriRF), a novel technology that significantly reduces the storage size for Free-Viewpoint Video (FVV) while maintaining low-cost generation and rendering. TeTriRF introduces a hybrid representation with tri-planes and voxel grids to support scaling up to long-duration sequences and scenes with complex motions or rapid changes. We propose a group training scheme tailored to achieving high training efficiency and yielding temporally consistent, low-entropy scene representations. Leveraging these properties of the representations, we introduce a compression pipeline with off-the-shelf video codecs, achieving an order of magnitude less storage size compared to the state-of-the-art. Our experiments demonstrate that TeTriRF can achieve competitive quality with a higher compression rate.Comment: 13 pages, 11 figure

    Reducing redundancy of real time computer graphics in mobile systems

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    The goal of this thesis is to propose novel and effective techniques to eliminate redundant computations that waste energy and are performed in real-time computer graphics applications, with special focus on mobile GPU micro-architecture. Improving the energy-efficiency of CPU/GPU systems is not only key to enlarge their battery life, but also allows to increase their performance because, to avoid overheating above thermal limits, SoCs tend to be throttled when the load is high for a large period of time. Prior studies pointed out that the CPU and especially the GPU are the principal energy consumers in the graphics subsystem, being the off-chip main memory accesses and the processors inside the GPU the primary energy consumers of the graphics subsystem. First, we focus on reducing redundant fragment processing computations by means of improving the culling of hidden surfaces. During real-time graphics rendering, objects are processed by the GPU in the order they are submitted by the CPU, and occluded surfaces are often processed even though they will end up not being part of the final image. When the GPU realizes that an object or part of it is not going to be visible, all activity required to compute its color and store it has already been performed. We propose a novel architectural technique for mobile GPUs, Visibility Rendering Order (VRO), which reorders objects front-to-back entirely in hardware to maximize the culling effectiveness of the GPU and minimize overshading, hence reducing execution time and energy consumption. VRO exploits the fact that the objects in graphics animated applications tend to keep its relative depth order across consecutive frames (temporal coherence) to provide the feeling of smooth transition. VRO keeps visibility information of a frame, and uses it to reorder the objects of the following frame. VRO just requires adding a small hardware to capture the visibility information and use it later to guide the rendering of the following frame. Moreover, VRO works in parallel with the graphics pipeline, so negligible performance overheads are incurred. We illustrate the benefits of VRO using various unmodified commercial 3D applications for which VRO achieves 27% speed-up and 14.8% energy reduction on average. Then, we focus on avoiding redundant computations related to CPU Collision Detection (CD). Graphics applications such as 3D games represent a large percentage of downloaded applications for mobile devices and the trend is towards more complex and realistic scenes with accurate 3D physics simulations. CD is one of the most important algorithms in any physics kernel since it identifies the contact points between the objects of a scene and determines when they collide. However, real-time accurate CD is very expensive in terms of energy consumption. We propose Render Based Collision Detection (RBCD), a novel energy-efficient high-fidelity CD scheme that leverages some intermediate results of the rendering pipeline to perform CD, so that redundant tasks are done just once. Comparing RBCD with a conventional CD completely executed in the CPU, we show that its execution time is reduced by almost three orders of magnitude (600x speedup), because most of the CD task of our model comes for free by reusing the image rendering intermediate results. Although not necessarily, such a dramatic time improvement may result in better frames per second if physics simulation stays in the critical path. However, the most important advantage of our technique is the enormous energy savings that result from eliminating a long and costly CPU computation and converting it into a few simple operations executed by a specialized hardware within the GPU. Our results show that the energy consumed by CD is reduced on average by a factor of 448x (i.e., by 99.8\%). These dramatic benefits are accompanied by a higher fidelity CD analysis (i.e., with finer granularity), which improves the quality and realism of the application.El objetivo de esta tesis es proponer tĂ©cnicas efectivas y originales para eliminar computaciones inĂștiles que aparecen en aplicaciones grĂĄficas, con especial Ă©nfasis en micro-arquitectura de GPUs. Mejorar la eficiencia energĂ©tica de los sistemas CPU/GPU no es solo clave para alargar la vida de la baterĂ­a, sino tambiĂ©n incrementar su rendimiento. Estudios previos han apuntado que la CPU y especialmente la GPU son los principales consumidores de energĂ­a en el sub-sistema grĂĄfico, siendo los accesos a memoria off-chip y los procesadores dentro de la GPU los principales consumidores de energĂ­a del sub-sistema grĂĄfico. Primero, nos hemos centrado en reducir computaciones redundantes de la fase de fragment processing mediante la mejora en la eliminaciĂłn de superficies ocultas. Durante el renderizado de grĂĄficos en tiempo real, los objetos son procesados por la GPU en el orden en el que son enviados por la CPU, y las superficies ocultas son a menudo procesadas incluso si no no acaban formando parte de la imagen final. Cuando la GPU averigua que el objeto o parte de Ă©l no es visible, toda la actividad requerida para computar su color y guardarlo ha sido realizada. Proponemos una tĂ©cnica arquitectĂłnica original para GPUs mĂłviles, Visibility Rendering Order (VRO), la cual reordena los objetos de delante hacia atrĂĄs por completo en hardware para maximizar la efectividad del culling de la GPU y asĂ­ minimizar el overshading, y por lo tanto reducir el tiempo de ejecuciĂłn y el consumo de energĂ­a. VRO explota el hecho de que los objetos de las aplicaciones grĂĄficas animadas tienden a mantener su orden relativo en profundidad a travĂ©s de frames consecutivos (coherencia temporal) para proveer animaciones con transiciones suaves. Dado que las relaciones de orden en profundidad entre objetos son testeadas en la GPU, VRO introduce costes mĂ­nimos en energĂ­a. Solo requiere añadir una pequeña unidad hardware para capturar la informaciĂłn de visibilidad. AdemĂĄs, VRO trabaja en paralelo con el pipeline grĂĄfico, por lo que introduce costes insignificantes en tiempo. Ilustramos los beneficios de VRO usango varias aplicaciones 3D comerciales para las cuales VRO consigue un 27% de speed-up y un 14.8% de reducciĂłn de energĂ­a en media. En segundo lugar, evitamos computaciones redundantes relacionadas con la DetecciĂłn de Colisiones (CD) en la CPU. Las aplicaciones grĂĄficas animadas como los juegos 3D representan un alto porcentaje de las aplicaciones descargadas en dispositivos mĂłviles y la tendencia es hacia escenas mĂĄs complejas y realistas con simulaciones fĂ­sicas 3D precisas. La CD es uno de los algoritmos mĂĄs importantes entre los kernel de fĂ­sicas dado que identifica los puntos de contacto entre los objetos de una escena. Sin embargo, una CD en tiempo real y precisa es muy costosa en tĂ©rminos de consumo energĂ©tico. Proponemos Render Based Collision Detection (RBCD), una tĂ©cnica energĂ©ticamente eficiente y preciso de CD que utiliza resultados intermedios del rendering pipeline para realizar la CD. Comparando RBCD con una CD convencional completamente ejecutada en la CPU, mostramos que el tiempo de ejecuciĂłn es reducido casi tres Ăłrdenes de magnitud (600x speedup), porque la mayorĂ­a de la CD de nuestro modelo reusa resultados intermedios del renderizado de la imagen. Aunque no es asĂ­ necesariamente, esta espectacular en tiempo puede resultar en mejores frames por segundo si la simulaciĂłn de fĂ­sicas estĂĄ en el camino crĂ­tico. Sin embargo, la ventaja mĂĄs importante de nuestra tĂ©cnica es el enorme ahorro de energĂ­a que resulta de eliminar las largas y costosas computaciones en la CPU, sustituyĂ©ndolas por unas pocas operaciones ejecutadas en un hardware especializado dentro de la GPU. Nuestros resultados muestran que la energĂ­a consumida por la CD es reducidad en media por un factor de 448x. Estos dramĂĄticos beneficios vienen acompañados de una mayor fidelidad en la CD (i.e. con granularidad mĂĄs fina)Postprint (published version

    Vision-Aided Autonomous Precision Weapon Terminal Guidance Using a Tightly-Coupled INS and Predictive Rendering Techniques

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    This thesis documents the development of the Vision-Aided Navigation using Statistical Predictive Rendering (VANSPR) algorithm which seeks to enhance the endgame navigation solution possible by inertial measurements alone. The eventual goal is a precision weapon that does not rely on GPS, functions autonomously, thrives in complex 3-D environments, and is impervious to jamming. The predictive rendering is performed by viewpoint manipulation of computer-generated of target objects. A navigation solution is determined by an Unscented Kalman Filter (UKF) which corrects positional errors by comparing camera images with a collection of statistically significant virtual images. Results indicate that the test algorithm is a viable method of aiding an inertial-only navigation system to achieve the precision necessary for most tactical strikes. On 14 flight test runs, the average positional error was 166 feet at endgame, compared with an inertial-only error of 411 feet

    Pedestrian detection and tracking using stereo vision techniques

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    Automated pedestrian detection, counting and tracking has received significant attention from the computer vision community of late. Many of the person detection techniques described so far in the literature work well in controlled environments, such as laboratory settings with a small number of people. This allows various assumptions to be made that simplify this complex problem. The performance of these techniques, however, tends to deteriorate when presented with unconstrained environments where pedestrian appearances, numbers, orientations, movements, occlusions and lighting conditions violate these convenient assumptions. Recently, 3D stereo information has been proposed as a technique to overcome some of these issues and to guide pedestrian detection. This thesis presents such an approach, whereby after obtaining robust 3D information via a novel disparity estimation technique, pedestrian detection is performed via a 3D point clustering process within a region-growing framework. This clustering process avoids using hard thresholds by using bio-metrically inspired constraints and a number of plan view statistics. This pedestrian detection technique requires no external training and is able to robustly handle challenging real-world unconstrained environments from various camera positions and orientations. In addition, this thesis presents a continuous detect-and-track approach, with additional kinematic constraints and explicit occlusion analysis, to obtain robust temporal tracking of pedestrians over time. These approaches are experimentally validated using challenging datasets consisting of both synthetic data and real-world sequences gathered from a number of environments. In each case, the techniques are evaluated using both 2D and 3D groundtruth methodologies
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