10,709 research outputs found

    Klasifikasi Shadow Algorithm

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    Dalam bidang Grafika Komputer Shadow Algorithm merupakan salah satu kajian yang menarik. Shadow Algorithm, suatu algoritma yang digunakan untuk menghasilkan sebuah bayangan objek pada suatu scene. Pengembangan berbagai shadow algorithm sudah banyak dilakukan. Klasifikasi algoritma menurut tipe interaktifitasnya dan hasil render dengan cepat (immediate render), algoritma terbagi menjadi dua yaitu real-time dan non-real-time. Sedangkan melihat dari bayangan yang dihasilkan terdapat dua jenis yaitu hard shadow dan soft shadow

    A Beam Tracing with Precise Antialiasing for Polyhedral Scenes

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    International audienceRay tracing is one of the most important rendering techniques used in computer graphics. A fundamental problem of classical ray tracers is the well-known aliasing. With small objects, or small shadows, aliasing becomes a crucial problem to solve. Beam tracers can be considered as an extension of classical ray tracers. They replace the concept of infinitesimal ray by that of beam but they are generally more complex than ray tracers. The new method presented in this paper is a high quality beam tracer that provides a robust and general antialiasing for polyhedral scenes. Compared to similar beam tracers, this method has some major advantages: - complex and expensive computations of conventional beam-object intersection are entirely avoided, so an extension to some non polyhedral scenes such as CSG ones is possible; - usual approximations or complex approaches for refraction computations are avoided. Moreover, this method is entirely compatible with the usual improvements of classical ray tracing (spatial subdivisions or hierarchical bounding volumes)

    Shadows generation using geometry shaders

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    Algorithms for simulating shadows are considered. A shadow volume method using geometry shaders is proposed

    High quality rendering of protein dynamics in space filling mode

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    Producing high quality depictions of molecular structures has been an area of academic interest for years, with visualisation tools such as UCSF Chimera, Yasara and PyMol providing a huge number of different rendering modes and lighting effects. However, no visualisation program supports per-pixel lighting effects with shadows whilst rendering a molecular trajectory in space filling mode. In this paper, a new approach to rendering high quality visualisations of molecular trajectories is presented. To enhance depth, ambient occlusion is included within the render. Shadows are also included to help the user perceive relative motions of parts of the protein as they move based on their trajectories. Our approach requires a regular grid to be constructed every time the molecular structure deforms allowing per-pixel lighting effects and ambient occlusion to be rendered every frame, at interactive refresh rates. Two different regular grids are investigated, a fixed grid and a memory efficient compact grid. The algorithms used allow trajectories of proteins comprising of up to 300,000 atoms in size to be rendered at ninety frames per second on a desktop computer using the GPU for general purpose computations. Regular grid construction was found to only take up a small proportion of the total time to render a frame. It was found that despite being slower to construct, the memory efficient compact grid outperformed the theoretically faster fixed grid when the protein being rendered is large, owing to its more efficient memory access patterns. The techniques described could be implemented in other molecular rendering software

    Ambient occlusion and shadows for molecular graphics

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    Computer based visualisations of molecules have been produced as early as the 1950s to aid researchers in their understanding of biomolecular structures. An important consideration for Molecular Graphics software is the ability to visualise the 3D structure of the molecule in a clear manner. Recent advancements in computer graphics have led to improved rendering capabilities of the visualisation tools. The capabilities of current shading languages allow the inclusion of advanced graphic effects such as ambient occlusion and shadows that greatly improve the comprehension of the 3D shapes of the molecules. This thesis focuses on finding improved solutions to the real time rendering of Molecular Graphics on modern day computers. The methods of calculating ambient occlusion and both hard and soft shadows are examined and implemented to give the user a more complete experience when navigating large molecular structures

    Fully-Coupled Simulation of Cosmic Reionization. I: Numerical Methods and Tests

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    We describe an extension of the Enzo code to enable fully-coupled radiation hydrodynamical simulation of inhomogeneous reionization in large (100Mpc)3\sim (100 Mpc)^3 cosmological volumes with thousands to millions of point sources. We solve all dynamical, radiative transfer, thermal, and ionization processes self-consistently on the same mesh, as opposed to a postprocessing approach which coarse-grains the radiative transfer. We do, however, employ a simple subgrid model for star formation which we calibrate to observations. Radiation transport is done in the grey flux-limited diffusion (FLD) approximation, which is solved by implicit time integration split off from the gas energy and ionization equations, which are solved separately. This results in a faster and more robust scheme for cosmological applications compared to the earlier method. The FLD equation is solved using the hypre optimally scalable geometric multigrid solver from LLNL. By treating the ionizing radiation as a grid field as opposed to rays, our method is scalable with respect to the number of ionizing sources, limited only by the parallel scaling properties of the radiation solver. We test the speed and accuracy of our approach on a number of standard verification and validation tests. We show by direct comparison with Enzo's adaptive ray tracing method Moray that the well-known inability of FLD to cast a shadow behind opaque clouds has a minor effect on the evolution of ionized volume and mass fractions in a reionization simulation validation test. We illustrate an application of our method to the problem of inhomogeneous reionization in a 80 Mpc comoving box resolved with 320033200^3 Eulerian grid cells and dark matter particles.Comment: 32 pages, 23 figures. ApJ Supp accepted. New title and substantial revisions re. v

    Pipeline Rendering: Interactive Refractions, Reflections and Shadows

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    A coordinated use of hardware-provided bitplanes and rendering pipelines can create ray-trace quality illumination effects in real time. We provide recursive reflections through the use of secondary viewpoints, and present a method for using a homogeneous 2D projective image mapping to extend this method for refractive surfaces. We extend the traditional use of shadow volumes to provide reflected and refracted shadows as well as reflected and refracted lighting. A shadow blending technique is demonstrated, and the shadow and lighting effects are incorporated into our recursive viewpoint paradigm. Finally, we incorporate material properties including a translucency model to provide a general framework for creating physically approximate renderings. These techniques are immediately applicable to areas such as 3D modelling, animation and interactive environments to produce more realistic images in real time

    Efficient algorithms for occlusion culling and shadows

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    The goal of this research is to develop more efficient techniques for computing the visibility and shadows in real-time rendering of three-dimensional scenes. Visibility algorithms determine what is visible from a camera, whereas shadow algorithms solve the same problem from the viewpoint of a light source. In rendering, a lot of computational resources are often spent on primitives that are not visible in the final image. One visibility algorithm for reducing the overhead is occlusion culling, which quickly discards the objects or primitives that are obstructed from the view by other primitives. A new method is presented for performing occlusion culling using silhouettes of meshes instead of triangles. Additionally, modifications are suggested to occlusion queries in order to reduce their computational overhead. The performance of currently available graphics hardware depends on the ordering of input primitives. A new technique, called delay streams, is proposed as a generic solution to order-dependent problems. The technique significantly reduces the pixel processing requirements by improving the efficiency of occlusion culling inside graphics hardware. Additionally, the memory requirements of order-independent transparency algorithms are reduced. A shadow map is a discretized representation of the scene geometry as seen by a light source. Typically the discretization causes difficult aliasing issues, such as jagged shadow boundaries and incorrect self-shadowing. A novel solution is presented for suppressing all types of aliasing artifacts by providing the correct sampling points for shadow maps, thus fully abandoning the previously used regular structures. Also, a simple technique is introduced for limiting the shadow map lookups to the pixels that get projected inside the shadow map. The fillrate problem of hardware-accelerated shadow volumes is greatly reduced with a new hierarchical rendering technique. The algorithm performs per-pixel shadow computations only at visible shadow boundaries, and uses lower resolution shadows for the parts of the screen that are guaranteed to be either fully lit or fully in shadow. The proposed techniques are expected to improve the rendering performance in most real-time applications that use 3D graphics, especially in computer games. More efficient algorithms for occlusion culling and shadows are important steps towards larger, more realistic virtual environments.reviewe

    Real-time Global Illumination by Simulating Photon Mapping

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