147 research outputs found

    The Iray Light Transport Simulation and Rendering System

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    While ray tracing has become increasingly common and path tracing is well understood by now, a major challenge lies in crafting an easy-to-use and efficient system implementing these technologies. Following a purely physically-based paradigm while still allowing for artistic workflows, the Iray light transport simulation and rendering system allows for rendering complex scenes by the push of a button and thus makes accurate light transport simulation widely available. In this document we discuss the challenges and implementation choices that follow from our primary design decisions, demonstrating that such a rendering system can be made a practical, scalable, and efficient real-world application that has been adopted by various companies across many fields and is in use by many industry professionals today

    Multi-GPU Rendering with the open Vulkan API

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    The Vulkan API provides a low level interface to modern Graphics Processing Units (GPUs). We demonstrate how to use Vulkan to send commands explicitly to separate GPUs for implementing platform,- and vendor independent multi-GPU rendering. We describe how to implement the sort-first and sort-last approaches to perform parallel rendering with Vulkan. We introduce an abstraction library which we have made available, and an application for multi-GPU rendering of meshes. Performance benchmarks have been performed in order to evaluate the implementation. We also show that we can utilize the additional GPU memory from multiple GPUs to render larger data sets than possible with a single GPU

    Hierarchical N-Body problem on graphics processor unit

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    Galactic simulation is an important cosmological computation, and represents a classical N-body problem suitable for implementation on vector processors. Barnes-Hut algorithm is a hierarchical N-Body method used to simulate such galactic evolution systems. Stream processing architectures expose data locality and concurrency available in multimedia applications. On the other hand, there are numerous compute-intensive scientific or engineering applications that can potentially benefit from such computational and communication models. These applications are traditionally implemented on vector processors. Stream architecture based graphics processor units (GPUs) present a novel computational alternative for efficiently implementing such high-performance applications. Rendering on a stream architecture sustains high performance, while user-programmable modules allow implementing complex algorithms efficiently. GPUs have evolved over the years, from being fixed-function pipelines to user programmable processors. In this thesis, we focus on the implementation of Barnes-Hut algorithm on typical current-generation programmable GPUs. We exploit computation and communication requirements present in Barnes-Hut algorithm to expose their suitability for user-programmable GPUs. Our implementation of the Barnes-Hut algorithm is formulated as a fragment shader targeting the selected GPU. We discuss implementation details, design issues, results, and challenges encountered in programming the fragment shader

    Parallel Rendering and Large Data Visualization

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    We are living in the big data age: An ever increasing amount of data is being produced through data acquisition and computer simulations. While large scale analysis and simulations have received significant attention for cloud and high-performance computing, software to efficiently visualise large data sets is struggling to keep up. Visualization has proven to be an efficient tool for understanding data, in particular visual analysis is a powerful tool to gain intuitive insight into the spatial structure and relations of 3D data sets. Large-scale visualization setups are becoming ever more affordable, and high-resolution tiled display walls are in reach even for small institutions. Virtual reality has arrived in the consumer space, making it accessible to a large audience. This thesis addresses these developments by advancing the field of parallel rendering. We formalise the design of system software for large data visualization through parallel rendering, provide a reference implementation of a parallel rendering framework, introduce novel algorithms to accelerate the rendering of large amounts of data, and validate this research and development with new applications for large data visualization. Applications built using our framework enable domain scientists and large data engineers to better extract meaning from their data, making it feasible to explore more data and enabling the use of high-fidelity visualization installations to see more detail of the data.Comment: PhD thesi

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Perceptually-motivated, interactive rendering and editing of global illumination

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    This thesis proposes several new perceptually-motivated techniques to synthesize, edit and enhance depiction of three-dimensional virtual scenes. Finding algorithms that fit the perceptually economic middle ground between artistic depiction and full physical simulation is the challenge taken in this work. First, we will present three interactive global illumination rendering approaches that are inspired by perception to efficiently depict important light transport. Those methods have in common to compute global illumination in large and fully dynamic scenes allowing for light, geometry, and material changes at interactive or real-time rates. Further, this thesis proposes a tool to edit reflections, that allows to bend physical laws to match artistic goals by exploiting perception. Finally, this work contributes a post-processing operator that depicts high contrast scenes in the same way as artists do, by simulating it "seen'; through a dynamic virtual human eye in real-time.Diese Arbeit stellt eine Anzahl von Algorithmen zur Synthese, Bearbeitung und verbesserten Darstellung von virtuellen drei-dimensionalen Szenen vor. Die Herausforderung liegt dabei in der Suche nach Ausgewogenheit zwischen korrekter physikalischer Berechnung und der künstlerischen, durch die Gesetze der menschlichen Wahrnehmung motivierten Praxis. Zunächst werden drei Verfahren zur Bild-Synthese mit globaler Beleuchtung vorgestellt, deren Gemeinsamkeit in der effizienten Handhabung großer und dynamischer virtueller Szenen liegt, in denen sich Geometrie, Materialen und Licht frei verändern lassen. Darauffolgend wird ein Werkzeug zum Editieren von Reflektionen in virtuellen Szenen das die menschliche Wahrnehmung ausnutzt um künstlerische Vorgaben umzusetzen, vorgestellt. Die Arbeit schließt mit einem Filter am Ende der Verarbeitungskette, der den wahrgenommen Kontrast in einem Bild erhöht, indem er die Entstehung von Glanzeffekten im menschlichen Auge nachbildet
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