176 research outputs found

    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

    The display of quadtree encoded pictures.

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    Rendermatic : an implementation of the three dimensional computer graphics rendering pipeline

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    Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1986.MICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH.Bibliography: leaves 131-135.by Brian M. Croll.M.S

    Fast Volume Rendering and Deformation Algorithms

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    Volume rendering is a technique for simultaneous visualization of surfaces and inner structures of objects. However, the huge number of volume primitives (voxels) in a volume, leads to high computational cost. In this dissertation I developed two algorithms for the acceleration of volume rendering and volume deformation. The first algorithm accelerates the ray casting of volume. Previous ray casting acceleration techniques like space-leaping and early-ray-termination are only efficient when most voxels in a volume are either opaque or transparent. When many voxels are semi-transparent, the rendering time will increase considerably. Our new algorithm improves the performance of ray casting of semi-transparently mapped volumes by exploiting the opacity coherency in object space, leading to a speedup factor between 1.90 and 3.49 in rendering semi-transparent volumes. The acceleration is realized with the help of pre-computed coherency distances. We developed an efficient algorithm to encode the coherency information, which requires less than 12 seconds for data sets with about 8 million voxels. The second algorithm is for volume deformation. Unlike the traditional methods, our method incorporates the two stages of volume deformation, i.e. deformation and rendering, into a unified process. Instead to deform each voxel to generate an intermediate deformed volume, the algorithm follows inversely deformed rays to generate the desired deformation. The calculations and memory for generating the intermediate volume are thus saved. The deformation continuity is achieved by adaptive ray division which matches the amplitude of local deformation. We proposed approaches for shading and opacit adjustment which guarantee the visual plausibility of deformation results. We achieve an additional deformation speedup factor of 2.34~6.58 by incorporating early-ray-termination, space-leaping and the coherency acceleration technique in the new deformation algorithm

    MARS: a tool-based modeling, animation and parallel rendering system

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    Ankara : Department of Computer Engineering and Information Science and Institute of Engineering and Science, Bilkent Univ., 1992.Thesis (Master's) -- Bilkent University, 1992.Includes bibliographical refences.A b stract: This thesis describes a system for modeling, animating, previewing and rendering articulated objects. Tl^^ system has a modeler which models objects, consisting of joints and segments. The animatoi- interactively positions the articulated object in its stick, control vertex or rectangular prism representation into the keyframes, interpolates inbetweens and previews the motion in real time. Then the data representing the motion and the models is sent to a multicomputer {iPSC/2 Ilypercube^). The frames are rendered in parallel by distributed processing techniques, exploiting the coherence between successive frames, thus cutting down the rendering time significantly. The main aim of this research has been to make a detailed study on rendering of a sequence of 3D scenes. The results show that due to an inherent correlation between the 3D scenes, a much more efficient rendering than the conventional sequential one can be done.Aktıhanoğlu, MuratM.S

    Multiple viewpoint rendering for three-dimensional displays

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1997.Includes bibliographical references (leaves 159-164).Michael W. Halle.Ph.D
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