299 research outputs found

    Toward robust and efficient physically-based rendering

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    Le rendu fondé sur la physique est utilisé pour le design, l'illustration ou l'animation par ordinateur. Ce type de rendu produit des images photo-réalistes en résolvant les équations qui décrivent le transport de la lumière dans une scène. Bien que ces équations soient connues depuis longtemps, et qu'un grand nombre d'algorithmes aient été développés pour les résoudre, il n'en existe pas qui puisse gérer de manière efficace toutes les scènes possibles. Plutôt qu'essayer de développer un nouvel algorithme de simulation d'éclairage, nous proposons d'améliorer la robustesse de la plupart des méthodes utilisées à ce jour et/ou qui sont amenées à être développées dans les années à venir. Nous faisons cela en commençant par identifier les sources de non-robustesse dans un moteur de rendu basé sur la physique, puis en développant des méthodes permettant de minimiser leur impact. Le résultat de ce travail est un ensemble de méthodes utilisant différents outils mathématiques et algorithmiques, chacune de ces méthodes visant à améliorer une partie spécifique d'un moteur de rendu. Nous examinons aussi comment les architectures matérielles actuelles peuvent être utilisées à leur maximum afin d'obtenir des algorithmes plus rapides, sans ajouter d'approximations. Bien que les contributions présentées dans cette thèse aient vocation à être combinées, chacune d'entre elles peut être utilisée seule : elles sont techniquement indépendantes les unes des autres.Physically-based rendering is used for design, illustration or computer animation. It consists in producing photorealistic images by solving the equations which describe how light travels in a scene. Although these equations have been known for a long time and many algorithms for light simulation have been developed, no algorithm exists to solve them efficiently for any scene. Instead of trying to develop a new algorithm devoted to light simulation, we propose to enhance the robustness of most methods used nowadays and/or which can be developed in the years to come. We do this by first identifying the sources of non-robustness in a physically-based rendering engine, and then addressing them by specific algorithms. The result is a set of methods based on different mathematical or algorithmic methods, each aiming at improving a different part of a rendering engine. We also investigate how the current hardware architectures can be used at their maximum to produce more efficient algorithms, without adding approximations. Although the contributions presented in this dissertation are meant to be combined, each of them can be used in a standalone way: they have been designed to be internally independent of each other

    Optimization techniques for computationally expensive rendering algorithms

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    Realistic rendering in computer graphics simulates the interactions of light and surfaces. While many accurate models for surface reflection and lighting, including solid surfaces and participating media have been described; most of them rely on intensive computation. Common practices such as adding constraints and assumptions can increase performance. However, they may compromise the quality of the resulting images or the variety of phenomena that can be accurately represented. In this thesis, we will focus on rendering methods that require high amounts of computational resources. Our intention is to consider several conceptually different approaches capable of reducing these requirements with only limited implications in the quality of the results. The first part of this work will study rendering of time-­¿varying participating media. Examples of this type of matter are smoke, optically thick gases and any material that, unlike the vacuum, scatters and absorbs the light that travels through it. We will focus on a subset of algorithms that approximate realistic illumination using images of real world scenes. Starting from the traditional ray marching algorithm, we will suggest and implement different optimizations that will allow performing the computation at interactive frame rates. This thesis will also analyze two different aspects of the generation of anti-­¿aliased images. One targeted to the rendering of screen-­¿space anti-­¿aliased images and the reduction of the artifacts generated in rasterized lines and edges. We expect to describe an implementation that, working as a post process, it is efficient enough to be added to existing rendering pipelines with reduced performance impact. A third method will take advantage of the limitations of the human visual system (HVS) to reduce the resources required to render temporally antialiased images. While film and digital cameras naturally produce motion blur, rendering pipelines need to explicitly simulate it. This process is known to be one of the most important burdens for every rendering pipeline. Motivated by this, we plan to run a series of psychophysical experiments targeted at identifying groups of motion-­¿blurred images that are perceptually equivalent. A possible outcome is the proposal of criteria that may lead to reductions of the rendering budgets

    Ray Tracing Gems

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    This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for: Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPU

    A survey of statistical network models

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    Networks are ubiquitous in science and have become a focal point for discussion in everyday life. Formal statistical models for the analysis of network data have emerged as a major topic of interest in diverse areas of study, and most of these involve a form of graphical representation. Probability models on graphs date back to 1959. Along with empirical studies in social psychology and sociology from the 1960s, these early works generated an active network community and a substantial literature in the 1970s. This effort moved into the statistical literature in the late 1970s and 1980s, and the past decade has seen a burgeoning network literature in statistical physics and computer science. The growth of the World Wide Web and the emergence of online networking communities such as Facebook, MySpace, and LinkedIn, and a host of more specialized professional network communities has intensified interest in the study of networks and network data. Our goal in this review is to provide the reader with an entry point to this burgeoning literature. We begin with an overview of the historical development of statistical network modeling and then we introduce a number of examples that have been studied in the network literature. Our subsequent discussion focuses on a number of prominent static and dynamic network models and their interconnections. We emphasize formal model descriptions, and pay special attention to the interpretation of parameters and their estimation. We end with a description of some open problems and challenges for machine learning and statistics.Comment: 96 pages, 14 figures, 333 reference

    Coarse-grained modeling for molecular discovery:Applications to cardiolipin-selectivity

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    The development of novel materials is pivotal for addressing global challenges such as achieving sustainability, technological progress, and advancements in medical technology. Traditionally, developing or designing new molecules was a resource-intensive endeavor, often reliant on serendipity. Given the vast space of chemically feasible drug-like molecules, estimated between 106 - 10100 compounds, traditional in vitro techniques fall short.Consequently, in silico tools such as virtual screening and molecular modeling have gained increasing recognition. However, the computational cost and the limited precision of the utilized molecular models still limit computational molecular design.This thesis aimed to enhance the molecular design process by integrating multiscale modeling and free energy calculations. Employing a coarse-grained model allowed us to efficiently traverse a significant portion of chemical space and reduce the sampling time required by molecular dynamics simulations. The physics-informed nature of the applied Martini force field and its level of retained structural detail make the model a suitable starting point for the focused learning of molecular properties.We applied our proposed approach to a cardiolipin bilayer, posing a relevant and challenging problem and facilitating reasonable comparison to experimental measurements.We identified promising molecules with defined properties within the resolution limit of a coarse-grained representation. Furthermore, we were able to bridge the gap from in silico predictions to in vitro and in vivo experiments, supporting the validity of the theoretical concept. The findings underscore the potential of multiscale modeling and free-energy calculations in enhancing molecular discovery and design and offer a promising direction for future research

    Coarse-grained modeling for molecular discovery:Applications to cardiolipin-selectivity

    Get PDF
    The development of novel materials is pivotal for addressing global challenges such as achieving sustainability, technological progress, and advancements in medical technology. Traditionally, developing or designing new molecules was a resource-intensive endeavor, often reliant on serendipity. Given the vast space of chemically feasible drug-like molecules, estimated between 106 - 10100 compounds, traditional in vitro techniques fall short.Consequently, in silico tools such as virtual screening and molecular modeling have gained increasing recognition. However, the computational cost and the limited precision of the utilized molecular models still limit computational molecular design.This thesis aimed to enhance the molecular design process by integrating multiscale modeling and free energy calculations. Employing a coarse-grained model allowed us to efficiently traverse a significant portion of chemical space and reduce the sampling time required by molecular dynamics simulations. The physics-informed nature of the applied Martini force field and its level of retained structural detail make the model a suitable starting point for the focused learning of molecular properties.We applied our proposed approach to a cardiolipin bilayer, posing a relevant and challenging problem and facilitating reasonable comparison to experimental measurements.We identified promising molecules with defined properties within the resolution limit of a coarse-grained representation. Furthermore, we were able to bridge the gap from in silico predictions to in vitro and in vivo experiments, supporting the validity of the theoretical concept. The findings underscore the potential of multiscale modeling and free-energy calculations in enhancing molecular discovery and design and offer a promising direction for future research

    Monte Carlo radiative transfer simulations of galaxies using numerically generated models

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    Radar Technology

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    In this book “Radar Technology”, the chapters are divided into four main topic areas: Topic area 1: “Radar Systems” consists of chapters which treat whole radar systems, environment and target functional chain. Topic area 2: “Radar Applications” shows various applications of radar systems, including meteorological radars, ground penetrating radars and glaciology. Topic area 3: “Radar Functional Chain and Signal Processing” describes several aspects of the radar signal processing. From parameter extraction, target detection over tracking and classification technologies. Topic area 4: “Radar Subsystems and Components” consists of design technology of radar subsystem components like antenna design or waveform design
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