1,679 research outputs found

    Exploring ‘Instancing’ and Its Applications in 3D Programming

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    ‘Instancing’ is a technique widely used in 3D programming to draw multiple copies of an object with a single drawing command. The conventional approach of drawing several copies of an object is to send a separate drawing command for each copy. However, instancing facilitates drawing several copies of an object with repeating patterns substantially quicker than conventional approaches. With instancing, an object’s geometry data is stored once for drawing several copies of it. Without instancing, information is stored per copy requiring an additional amount of memory for each additional copy, so, an object’s geometry is read afresh each time it is drawn. Instancing makes better memory usage and faster execution of the program as it knows the geometry of an object before drawing multiple copies of it. Millions, or even billions of objects can be drawn in the blink of an eye because a Graphics Processing Unit (GPU) accelerates computation with its massively parallel architecture. Instancing is popular in film and animation for rendering forests, flower fields, crowd simulations, and more. This research explores different applications of instancing. While drawing multiple copies of the same object, different patterns or characteristics are also incorporated. For example, a tulip festival is generated from a single tulip plant by instantiating an assortment of colors in different rows. A floral park with varied patterns of plants, soldiers in a battlefield in different movements, and more have been explored

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    Geometrically-constrained, parasitic-aware synthesis of analog ICs

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    In order to speed up the design process of analog ICs, iterations between different design stages should be avoided as much as possible. More specifically, spins between electrical and physical synthesis should be reduced for this is a very time-consuming task: if circuit performance including layout-induced degradations proves unacceptable, a re-design cycle must be entered, and electrical, physical, or both synthesis processes, would have to be repeated. It is also worth noting that if geometric optimization (e.g., area minimization) is undertaken after electrical synthesis, it may add up as another source of unexpected degradation of the circuit performance due to the impact of the geometric variables (e.g., transistor folds) on the device and the routing parasitic values. This awkward scenario is caused by the complete separation of said electrical and physical synthesis, a design practice commonly followed so far. Parasitic-aware synthesis, consisting in including parasitic estimates to the circuit netlist directly during electrical synthesis, has been proposed as solution. While most of the reported contributions either tackle parasitic-aware synthesis without paying special attention to geometric optimization or approach both issues only partially, this paper addresses the problem in a unified way. In what has been called layout-aware electrical synthesis, a simulation-based optimization algorithm explores the design space with geometric variables constrained to meet certain user-defined goals, which provides reliable estimates of layout-induced parasitics at each iteration, and, thereby, accurate evaluation of the circuit ultimate performance. This technique, demonstrated here through several design examples, requires knowing layout details beforehand; to facilitate this, procedural layout generation is used as physical synthesis approach due to its rapidness and ability to capture analog layout know-how.Ministerio de Educación y Ciencia TEC2004-0175

    An Investigation into Animating Plant Structures within Real-time Constraints

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    This paper is an analysis of current developments in rendering botanical structures for scientic and entertainment purposes with a focus on visualising growth. The choices of practical investigations produce a novel approach for parallel parsing of difficult bracketed L-Systems, based upon the work of Lipp, Wonka and Wimmer (2010). Alongside this is a general overview of the issues involved when looking at growing systems, technical details involving programming for the Graphics Processing Unit (GPU) and other possible solutions for further work that also could achieve the project's goals

    On the suitability and development of layout templates for analog layout reuse and layout-aware synthesis

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    Accelerating the synthesis of increasingly complex analog integrated circuits is key to bridge the widening gap between what we can integrate and what we can design while meeting ever-tightening time-to-market constraints. It is a well-known fact in the semiconductor industry that such goal can only be attained by means of adequate CAD methodologies, techniques, and accompanying tools. This is particularly important in analog physical synthesis (a.k.a. layout generation), where large sensitivities of the circuit performances to the many subtle details of layout implementation (device matching, loading and coupling effects, reliability, and area features are of utmost importance to analog designers), render complete automation a truly challenging task. To approach the problem, two directions have been traditionally considered, knowledge-based and optimization-based, both with their own pros and cons. Besides, recently reported solutions oriented to speed up the overall design flow by means of reuse-based practices or by cutting off time-consuming, error-prone spins between electrical and layout synthesis (a technique known as layout-aware synthesis), rely on a outstandingly rapid yet efficient layout generation method. This paper analyses the suitability of procedural layout generation based on templates (a knowledge-based approach) by examining the requirements that both layout reuse and layout-aware solutions impose, and how layout templates face them. The ability to capture the know-how of experienced layout designers and the turnaround times for layout instancing are considered main comparative aspects in relation to other layout generation approaches. A discussion on the benefit-cost trade-off of using layout templates is also included. In addition to this analysis, the paper delves deeper into systematic techniques to develop fully reusable layout templates for analog circuits, either for a change of the circuit sizing (i.e., layout retargeting) or a change of the fabrication process (i.e., layout migration). Several examples implemented with the Cadence's Virtuoso tool suite are provided as demonstration of the paper's contributions.Ministerio de Educación y Ciencia TEC2004-0175

    Integrating Occlusion Culling and Hardware Instancing for Efficient Real-Time Rendering of Building Information Models

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    This paper presents an efficient approach for integrating occlusion culling and hardware instancing. The work is primarily targeted at Building Information Models (BIM), which typically share characteristics addressed by these two acceleration techniques separately – high level of occlusion and frequent reuse of building components. Together, these two acceleration techniques complement each other and allows large and complex BIMs to be rendered in real-time. Specifically, the proposed method takes advantage of temporal coherence and uses a lightweight data transfer strategy to provide an efficient hardware instancing implementation. Compared to only using occlusion culling, additional speedups of 1.25x-1.7x is achieved for rendering large BIMs received from real-world projects. These speedups are measured in viewpoints that represents the worst case scenarios in terms of rendering performance when only occlusion culling is utilized

    Interactive Video Game Content Authoring using Procedural Methods

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    This thesis explores avenues for improving the quality and detail of game graphics, in the context of constraints that are common to most game development studios. The research begins by identifying two dominant constraints; limitations in the capacity of target gaming hardware/platforms, and processes that hinder the productivity of game art/content creation. From these constraints, themes were derived which directed the research‟s focus. These include the use of algorithmic or „procedural‟ methods in the creation of graphics content for games, and the use of an „interactive‟ content creation strategy, to better facilitate artist production workflow. Interactive workflow represents an emerging paradigm shift in content creation processes used by the industry, which directly integrates game rendering technology into the content authoring process. The primary motivation for this is to provide „high frequency‟ visual feedback that enables artists to see games content in context, during the authoring process. By merging these themes, this research develops a production strategy that takes advantage of „high frequency feedback‟ in an interactive workflow, to directly expose procedural methods to artists‟, for use in the content creation process. Procedural methods have a characteristically small „memory footprint‟ and are capable of generating massive volumes of data. Their small „size to data volume‟ ratio makes them particularly well suited for use in game rendering situations, where capacity constraints are an issue. In addition, an interactive authoring environment is well suited to the task of setting parameters for procedural methods, reducing a major barrier to their acceptance by artists. An interactive content authoring environment was developed during this research. Two algorithms were designed and implemented. These algorithms provide artists‟ with abstract mechanisms which accelerate common game content development processes; namely object placement in game environments, and the delivery of variation between similar game objects. In keeping with the theme of this research, the core functionality of these algorithms is delivered via procedural methods. Through this, production overhead that is associated with these content development processes is essentially offloaded from artists onto the processing capability of modern gaming hardware. This research shows how procedurally based content authoring algorithms not only harmonize with the issues of hardware capacity constraints, but also make the authoring of larger and more detailed volumes of games content more feasible in the game production process. Algorithms and ideas developed during this research demonstrate the use of procedurally based, interactive content creation, towards improving detail and complexity in the graphics of games

    Unlimited object instancing in real-time

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    In this paper, we propose a novel approach to efficient rendering of an unlimited number of 3D objects in real-time. We present a rendering pipeline that is based on a new computer graphics programming paradigm implementing a holistic approach to the virtual scene definition. Using Signed Distance Functions (SDF) for a virtual scene representation, we managed to control the content and complexity of the virtual scene with the use of mathematical equations. In order to solve the limited hardware problem, especially the limited capacity of the GPU memory, we propose a scene element repository which extends the idea of the data based amplification. The content of the repository strongly depends on a 3D object visualization method. One of the most important requirements of the developed pipeline is the possibility to render 3D objects created by artists. In order to achieve that, the object visualization method uses Sparse Voxel Octree (SVO) ray casting. The developed rendering pipeline is fully compatible with the available SVO algorithms. We show how to avoid occlusion errors which can occur in the SDF and SVO integration single-pass rendering pipeline. Finally, in order to control the content and complexity of the virtual scenes in an unlimited way, we propose a collection of global operators applicable to the virtual scene distance function. Developed Unlimited Object Instancing rendering pipeline can be easily integrated with traditional visualization methods, e.g. the triangle rasterization. The only hardware requirement for our approach is the support for compute shaders or any GPGPU API

    Parallel Graph Grammars with Instantiation Rules Allow Efficient Structural Factorization of Virtual Vegetation

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    Parallel rewriting of typed attributed graphs, based on the single-pushout approach extended by connection transformations, serves as the backbone of the multi-paradigm language XL, which is widely used in functional-structural plant modelling. XL allows to define instantiation rules, which enable an instancing of graphs at runtime for frequently occurring substructures, e.g., in 3-d models of botanical trees. This helps to save computer memory during complex simulations of vegetation structure. Instantiation rules can be called recursively and with references to graph nodes, thus providing a unifying formal framework for various concepts from the literature: object instancing, structural factorization, Xfrog multiplier nodes, L-systems with interpretation. We give simple examples and measure the computation time for an idealized growing virtual plant, taken from the GreenLab model, in its implementation with instantiation rules in XL, compared to a version without instantiation rules

    Terrain guided multi-level instancing of highly complex plant populations

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