535 research outputs found

    Compressed Coverage Masks for Path Rendering on Mobile GPUs

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    We present an algorithm to accelerate resolution independent curve rendering on mobile GPUs. Recent trends in graphics hardware have created a plethora of compressed texture formats specific to GPU manufacturers. However, certain implementations of platform independent path rendering require generating grayscale textures on the CPU containing the extent that each pixel is covered by the curve. In this paper, we demonstrate that generating a compressed grayscale texture prior to uploading it to the GPU creates faster rendering times in addition to the memory savings. We implement a real-time compression technique for coverage masks and compare our results against the GPU-based implementation of the highly optimized Skia rendering library. We also analyze the worst case properties of our compression algorithms. We observe up to a 2 × speed improvement over the existing GPU-based methods in addition to up to a 9:1 improvement in GPU memory gains. We demonstrate the performance on multiple mobile platforms

    Intelligent Computational Transportation

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    Transportation is commonplace around our world. Numerous researchers dedicate great efforts to vast transportation research topics. The purpose of this dissertation is to investigate and address a couple of transportation problems with respect to geographic discretization, pavement surface automatic examination, and traffic ow simulation, using advanced computational technologies. Many applications require a discretized 2D geographic map such that local information can be accessed efficiently. For example, map matching, which aligns a sequence of observed positions to a real-world road network, needs to find all the nearby road segments to the individual positions. To this end, the map is discretized by cells and each cell retains a list of road segments coincident with this cell. An efficient method is proposed to form such lists for the cells without costly overlapping tests. Furthermore, the method can be easily extended to 3D scenarios for fast triangle mesh voxelization. Pavement surface distress conditions are critical inputs for quantifying roadway infrastructure serviceability. Existing computer-aided automatic examination techniques are mainly based on 2D image analysis or 3D georeferenced data set. The disadvantage of information losses or extremely high costs impedes their effectiveness iv and applicability. In this study, a cost-effective Kinect-based approach is proposed for 3D pavement surface reconstruction and cracking recognition. Various cracking measurements such as alligator cracking, traverse cracking, longitudinal cracking, etc., are identified and recognized for their severity examinations based on associated geometrical features. Smart transportation is one of the core components in modern urbanization processes. Under this context, the Connected Autonomous Vehicle (CAV) system presents a promising solution towards the enhanced traffic safety and mobility through state-of-the-art wireless communications and autonomous driving techniques. Due to the different nature between the CAVs and the conventional Human- Driven-Vehicles (HDVs), it is believed that CAV-enabled transportation systems will revolutionize the existing understanding of network-wide traffic operations and re-establish traffic ow theory. This study presents a new continuum dynamics model for the future CAV-enabled traffic system, realized by encapsulating mutually-coupled vehicle interactions using virtual internal and external forces. A Smoothed Particle Hydrodynamics (SPH)-based numerical simulation and an interactive traffic visualization framework are also developed

    The Comparison of three 3D graphics raster processors and the design of another

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    There are a number of 3D graphics accelerator architectures on the market today. One of the largest issues concerning the design of a 3D accelerator is that of affordability for the home user while still delivering good performance. Three such architectures were analyzed: the Heresy architecture defined by Chiueh [2], the Talisman architecture defined by Torborg [7], and the Tayra architecture\u27s specification by White [9]. Portions of these three architectures were used to create a new architecture taking advantage of as many of their features as possible. The advantage of chunking will be analyzed, along with the advantages of a single cycle z-buffering algorithm. It was found that Fast Phong Shading is not suitable for implementation in this pipeline, and that the clipping algorithm should be eliminated in favor of a scissoring algorithm

    Layered depth images

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    In this paper we present a set of efficient image based rendering methods capable of rendering multiple frames per second on a PC. The first method warps Sprites with Depth representing smooth surfaces without the gaps found in other techniques. A second method for more general scenes performs warping from an intermediate representation called a Layered Depth Image (LDI). An LDI is a view of the scene from a single input camera view, but with multiple pixels along each line of sight. The size of the representation grows only linearly with the observed depth complexity in the scene. Moreover, because the LDI data are represented in a single image coordinate system, McMillan's warp ordering algorithm can be successfully adapted. As a result, pixels are drawn in the output image in back-to-front order. No z-buffer is required, so alpha-compositing can be done efficiently without depth sorting. This makes splatting an efficient solution to the resampling problem.Engineering and Applied Science

    Shared-Frustum stereo rendering

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    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2000.Includes bibliographical references (p. 52-54).by Michael Vincent Capps.S.M

    A Method of Rendering CSG-Type Solids Using a Hybrid of Conventional Rendering Methods and Ray Tracing Techniques

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    This thesis describes a fast, efficient and innovative algorithm for producing shaded, still images of complex objects, built using constructive solid geometry ( CSG ) techniques. The algorithm uses a hybrid of conventional rendering methods and ray tracing techniques. A description of existing modelling and rendering methods is given in chapters 1, 2 and 3, with emphasis on the data structures and rendering techniques selected for incorporation in the hybrid method. Chapter 4 gives a general description of the hybrid method. This method processes data in the screen coordinate system and generates images in scan-line order. Scan lines are divided into spans (or segments) using the bounding rectangles of primitives calculated in screen coordinates. Conventional rendering methods and ray tracing techniques are used interchangeably along each scan-line. The method used is detennined by the number of primitives associated with a particular span. Conventional rendering methods are used when only one primitive is associated with a span, ray tracing techniques are used for hidden surface removal when two or more primitives are involved. In the latter case each pixel in the span is evaluated by accessing the polygon that is visible within each primitive associated with the span. The depth values (i. e. z-coordinates derived from the 3-dimensional definition) of the polygons involved are deduced for the pixel's position using linear interpolation. These values are used to determine the visible polygon. The CSG tree is accessed from the bottom upwards via an ordered index that enables the 'visible' primitives on any particular scan-line to be efficiently located. Within each primitive an ordered path through the data structure provides the polygons potentially visible on a particular scan-line. Lists of the active primitives and paths to potentially visible polygons are maintained throughout the rendering step and enable span coherence and scan-line coherence to be fully utilised. The results of tests with a range of typical objects and scenes are provided in chapter 5. These results show that the hybrid algorithm is significantly faster than full ray tracing algorithms
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