97 research outputs found

    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

    Evaluation of optimisation techniques for multiscopic rendering

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    A thesis submitted to the University of Bedfordshire in fulfilment of the requirements for the degree of Master of Science by ResearchThis project evaluates different performance optimisation techniques applied to stereoscopic and multiscopic rendering for interactive applications. The artefact features a robust plug-in package for the Unity game engine. The thesis provides background information for the performance optimisations, outlines all the findings, evaluates the optimisations and provides suggestions for future work. Scrum development methodology is used to develop the artefact and quantitative research methodology is used to evaluate the findings by measuring performance. This project concludes that the use of each performance optimisation has specific use case scenarios in which performance benefits. Foveated rendering provides greatest performance increase for both stereoscopic and multiscopic rendering but is also more computationally intensive as it requires an eye tracking solution. Dynamic resolution is very beneficial when overall frame rate smoothness is needed and frame drops are present. Depth optimisation is beneficial for vast open environments but can lead to decreased performance if used inappropriately

    Towards a High Quality Real-Time Graphics Pipeline

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    Modern graphics hardware pipelines create photorealistic images with high geometric complexity in real time. The quality is constantly improving and advanced techniques from feature film visual effects, such as high dynamic range images and support for higher-order surface primitives, have recently been adopted. Visual effect techniques have large computational costs and significant memory bandwidth usage. In this thesis, we identify three problem areas and propose new algorithms that increase the performance of a set of computer graphics techniques. Our main focus is on efficient algorithms for the real-time graphics pipeline, but parts of our research are equally applicable to offline rendering. Our first focus is texture compression, which is a technique to reduce the memory bandwidth usage. The core idea is to store images in small compressed blocks which are sent over the memory bus and are decompressed on-the-fly when accessed. We present compression algorithms for two types of texture formats. High dynamic range images capture environment lighting with luminance differences over a wide intensity range. Normal maps store perturbation vectors for local surface normals, and give the illusion of high geometric surface detail. Our compression formats are tailored to these texture types and have compression ratios of 6:1, high visual fidelity, and low-cost decompression logic. Our second focus is tessellation culling. Culling is a commonly used technique in computer graphics for removing work that does not contribute to the final image, such as completely hidden geometry. By discarding rendering primitives from further processing, substantial arithmetic computations and memory bandwidth can be saved. Modern graphics processing units include flexible tessellation stages, where rendering primitives are subdivided for increased geometric detail. Images with highly detailed models can be synthesized, but the incurred cost is significant. We have devised a simple remapping technique that allowsfor better tessellation distribution in screen space. Furthermore, we present programmable tessellation culling, where bounding volumes for displaced geometry are computed and used to conservatively test if a primitive can be discarded before tessellation. We introduce a general tessellation culling framework, and an optimized algorithm for rendering of displaced BĂ©zier patches, which is expected to be a common use case for graphics hardware tessellation. Our third and final focus is forward-looking, and relates to efficient algorithms for stochastic rasterization, a rendering technique where camera effects such as depth of field and motion blur can be faithfully simulated. We extend a graphics pipeline with stochastic rasterization in spatio-temporal space and show that stochastic motion blur can be rendered with rather modest pipeline modifications. Furthermore, backface culling algorithms for motion blur and depth of field rendering are presented, which are directly applicable to stochastic rasterization. Hopefully, our work in this field brings us closer to high quality real-time stochastic rendering

    Efficient and High-Quality Rendering of Higher-Order Geometric Data Representations

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    Computer-Aided Design (CAD) bezeichnet den Entwurf industrieller Produkte mit Hilfe von virtuellen 3D Modellen. Ein CAD-Modell besteht aus parametrischen Kurven und FlĂ€chen, in den meisten FĂ€llen non-uniform rational B-Splines (NURBS). Diese mathematische Beschreibung wird ebenfalls zur Analyse, Optimierung und PrĂ€sentation des Modells verwendet. In jeder dieser Entwicklungsphasen wird eine unterschiedliche visuelle Darstellung benötigt, um den entsprechenden Nutzern ein geeignetes Feedback zu geben. Designer bevorzugen beispielsweise illustrative oder realistische Darstellungen, Ingenieure benötigen eine verstĂ€ndliche Visualisierung der Simulationsergebnisse, wĂ€hrend eine immersive 3D Darstellung bei einer Benutzbarkeitsanalyse oder der Designauswahl hilfreich sein kann. Die interaktive Darstellung von NURBS-Modellen und -Simulationsdaten ist jedoch aufgrund des hohen Rechenaufwandes und der eingeschrĂ€nkten HardwareunterstĂŒtzung eine große Herausforderung. Diese Arbeit stellt vier neuartige Verfahren vor, welche sich mit der interaktiven Darstellung von NURBS-Modellen und Simulationensdaten befassen. Die vorgestellten Algorithmen nutzen neue FĂ€higkeiten aktueller Grafikkarten aus, um den Stand der Technik bezĂŒglich QualitĂ€t, Effizienz und Darstellungsgeschwindigkeit zu verbessern. Zwei dieser Verfahren befassen sich mit der direkten Darstellung der parametrischen Beschreibung ohne Approximationen oder zeitaufwĂ€ndige Vorberechnungen. Die dabei vorgestellten Datenstrukturen und Algorithmen ermöglichen die effiziente Unterteilung, Klassifizierung, Tessellierung und Darstellung getrimmter NURBS-FlĂ€chen und einen interaktiven Ray-Casting-Algorithmus fĂŒr die IsoflĂ€chenvisualisierung von NURBSbasierten isogeometrischen Analysen. Die weiteren zwei Verfahren beschreiben zum einen das vielseitige Konzept der programmierbaren Transparenz fĂŒr illustrative und verstĂ€ndliche Visualisierungen tiefenkomplexer CAD-Modelle und zum anderen eine neue hybride Methode zur Reprojektion halbtransparenter und undurchsichtiger Bildinformation fĂŒr die Beschleunigung der Erzeugung von stereoskopischen Bildpaaren. Die beiden letztgenannten AnsĂ€tze basieren auf rasterisierter Geometrie und sind somit ebenfalls fĂŒr normale Dreiecksmodelle anwendbar, wodurch die Arbeiten auch einen wichtigen Beitrag in den Bereichen der Computergrafik und der virtuellen RealitĂ€t darstellen. Die Auswertung der Arbeit wurde mit großen, realen NURBS-DatensĂ€tzen durchgefĂŒhrt. Die Resultate zeigen, dass die direkte Darstellung auf Grundlage der parametrischen Beschreibung mit interaktiven Bildwiederholraten und in subpixelgenauer QualitĂ€t möglich ist. Die EinfĂŒhrung programmierbarer Transparenz ermöglicht zudem die Umsetzung kollaborativer 3D Interaktionstechniken fĂŒr die Exploration der Modelle in virtuellenUmgebungen sowie illustrative und verstĂ€ndliche Visualisierungen tiefenkomplexer CAD-Modelle. Die Erzeugung stereoskopischer Bildpaare fĂŒr die interaktive Visualisierung auf 3D Displays konnte beschleunigt werden. Diese messbare Verbesserung wurde zudem im Rahmen einer Nutzerstudie als wahrnehmbar und vorteilhaft befunden.In computer-aided design (CAD), industrial products are designed using a virtual 3D model. A CAD model typically consists of curves and surfaces in a parametric representation, in most cases, non-uniform rational B-splines (NURBS). The same representation is also used for the analysis, optimization and presentation of the model. In each phase of this process, different visualizations are required to provide an appropriate user feedback. Designers work with illustrative and realistic renderings, engineers need a comprehensible visualization of the simulation results, and usability studies or product presentations benefit from using a 3D display. However, the interactive visualization of NURBS models and corresponding physical simulations is a challenging task because of the computational complexity and the limited graphics hardware support. This thesis proposes four novel rendering approaches that improve the interactive visualization of CAD models and their analysis. The presented algorithms exploit latest graphics hardware capabilities to advance the state-of-the-art in terms of quality, efficiency and performance. In particular, two approaches describe the direct rendering of the parametric representation without precomputed approximations and timeconsuming pre-processing steps. New data structures and algorithms are presented for the efficient partition, classification, tessellation, and rendering of trimmed NURBS surfaces as well as the first direct isosurface ray-casting approach for NURBS-based isogeometric analysis. The other two approaches introduce the versatile concept of programmable order-independent semi-transparency for the illustrative and comprehensible visualization of depth-complex CAD models, and a novel method for the hybrid reprojection of opaque and semi-transparent image information to accelerate stereoscopic rendering. Both approaches are also applicable to standard polygonal geometry which contributes to the computer graphics and virtual reality research communities. The evaluation is based on real-world NURBS-based models and simulation data. The results show that rendering can be performed directly on the underlying parametric representation with interactive frame rates and subpixel-precise image results. The computational costs of additional visualization effects, such as semi-transparency and stereoscopic rendering, are reduced to maintain interactive frame rates. The benefit of this performance gain was confirmed by quantitative measurements and a pilot user study

    Mobile graphics: SIGGRAPH Asia 2017 course

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    Peer ReviewedPostprint (published version

    Real-time tessellation of terrain on graphics hardware

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    Synthetic terrain is a key element in many applications, which can lessen the sense of realism if it is not handled correctly. We propose a new technique for visualizing terrain surfaces by tessellating them on the GPU. The presented algorithm introduces a new adaptive tessellation scheme for managing the level of detail of the terrain mesh, avoiding the appearance of t-vertices that can produce visually disturbing artifacts. Previous solutions exploited the geometry shader's capabilities to tessellate meshes from scratch. In contrast, we reuse the already calculated data to minimize the operations performed in the shader units. This feature allows us to increase performance through smart refining and coarsening. Finally, we also propose a framework to manage large DEMs as height maps.This work has been supported by the Spanish Ministry of Science and Technology (projects TIN2009-14103-C03-03, TSI-020400-2009-0133 and TIN2010-21089-C03-03), by the Generalitat Valenciana (project PROMETEO/2010/028), by Bancaja (project P1 1B2010-08) and by ITEA2 (project IP08009

    High-Level GPU Programming: Domain-Specific Optimization and Inference

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    When writing computer software one is often forced to balance the need for high run-time performance with high programmer productivity. By using a high-level language it is often possible to cut development times, but this typically comes at the cost of reduced run-time performance. Using a lower-level language, programs can be made very efficient but at the cost of increased development time. Real-time computer graphics is an area where there are very high demands on both performance and visual quality. Typically, large portions of such applications are written in lower-level languages and also rely on dedicated hardware, in the form of programmable graphics processing units (GPUs), for handling computationally demanding rendering algorithms. These GPUs are parallel stream processors, specialized towards computer graphics, that have computational performance more than a magnitude higher than corresponding CPUs. This has revolutionized computer graphics and also led to GPUs being used to solve more general numerical problems, such as fluid and physics simulation, protein folding, image processing, and databases. Unfortunately, the highly specialized nature of GPUs has also made them difficult to program. In this dissertation we show that GPUs can be programmed at a higher level, while maintaining performance, compared to current lower-level languages. By constructing a domain-specific language (DSL), which provides appropriate domain-specific abstractions and user-annotations, it is possible to write programs in a more abstract and modular manner. Using knowledge of the domain it is possible for the DSL compiler to generate very efficient code. We show that, by experiment, the performance of our DSLs is equal to that of GPU programs written by hand using current low-level languages. Also, control over the trade-offs between visual quality and performance is retained. In the papers included in this dissertation, we present domain-specific languages targeted at numerical processing and computer graphics, respectively. These DSL have been implemented as embedded languages in Python, a dynamic programming language that provide a rich set of high-level features. In this dissertation we show how these features can be used to facilitate the construction of embedded languages

    Real-time Physics Based Simulation for 3D Computer Graphics

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    Restoration of realistic animation is a critical part in the area of computer graphics. The goal of this sort of simulation is to imitate the behavior of the transformation in real life to the greatest extent. Physics-based simulation provides a solid background and proficient theories that can be applied in the simulation. In this dissertation, I will present real-time simulations which are physics-based in the area of terrain deformation and ship oscillations. When ground vehicles navigate on soft terrains such as sand, snow and mud, they often leave distinctive tracks. The realistic simulation of such vehicle-terrain interaction is important for ground based visual simulations and many video games. However, the existing research in terrain deformation has not addressed this issue effectively. In this dissertation, I present a new terrain deformation algorithm for simulating vehicle-terrain interaction in real time. The algorithm is based on the classic terramechanics theories, and calculates terrain deformation according to the vehicle load, velocity, tire size, and soil concentration. As a result, this algorithm can simulate different vehicle tracks on different types of terrains with different vehicle properties. I demonstrate my algorithm by vehicle tracks on soft terrain. In the field of ship oscillation simulation, I propose a new method for simulating ship motions in waves. Although there have been plenty of previous work on physics based fluid-solid simulation, most of these methods are not suitable for real-time applications. In particular, few methods are designed specifically for simulating ship motion in waves. My method is based on physics theories of ship motion, but with necessary simplifications to ensure real-time performance. My results show that this method is well suited to simulate sophisticated ship motions in real time applications

    GPU propagation and visualisation of particle collisions with ALICE magnetic field model

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    The ALICE Collaboration at CERN developed a 3D visualisation tool capable of displaying a representation of collected collision data (particle trajectories, clusters and calorimeter towers) called the Event Display. The Event Display is constantly running in the ALICE Run Control Center as part of the Quality Assurance system, providing the monitoring personnel with visual cues about possible problems of both hardware and software components during periods of data gathering. In the software, particle trajectories (which are curved due to presence of magnetic field inside the detector) are generated from physical parameters of detected particles, such as electrical charge and momentum. Previously this process in the Event Display used a uniform, constant magnetic field for these calculations, which differs from the spatial variations of the real magnetic field and does not model one of the two magnets used in the detector. Recently, a detailed model of ALICE magnetic field was made available as a shader program for execution on the GPU. In this work we attempt to implement the reconstruction algorithm in a shader form as well, allowing us to combine it with the detailed model to create a full solution for rendering trajectories from collision event data directly on the GPU. This approach has several possible advantages, such as better performance and the ability to alter the magnetic field properties in real-time. This was not previously done for ALICE and as such could be used in the future to upgrade the Event Display
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