16 research outputs found

    Real-Time deep image rendering and order independent transparency

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    In computer graphics some operations can be performed in either object space or image space. Image space computation can be advantageous, especially with the high parallelism of GPUs, improving speed, accuracy and ease of implementation. For many image space techniques the information contained in regular 2D images is limiting. Recent graphics hardware features, namely atomic operations and dynamic memory location writes, now make it possible to capture and store all per-pixel fragment data from the rasterizer in a single pass in what we call a deep image. A deep image provides a state where all fragments are available and gives a more complete image based geometry representation, providing new possibilities in image based rendering techniques. This thesis investigates deep images and their growing use in real-time image space applications. A focus is new techniques for improving fundamental operation performance, including construction, storage, fast fragment sorting and sampling. A core and driving application is order-independent transparency (OIT). A number of deep image sorting improvements are presented, through which an order of magnitude performance increase is achieved, significantly advancing the ability to perform transparency rendering in real time. In the broader context of image based rendering we look at deep images as a discretized 3D geometry representation and discuss sampling techniques for raycasting and antialiasing with an implicit fragment connectivity approach. Using these ideas a more computationally complex application is investigated — image based depth of field (DoF). Deep images are used to provide partial occlusion, and in particular a form of deep image mipmapping allows a fast approximate defocus blur of up to full screen size

    Energy-precision tradeoffs in the graphics pipeline

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    The energy consumption of a graphics processing unit (GPU) is an important factor in its design, whether for a server, desktop, or mobile device. Mobile products, such as smart phones, tablets, and laptop computers, rely on batteries to function; the less the demand for power is on these batteries, the longer they will last before needing to be recharged. GPUs used in servers and desktops, while not dependent on a battery for operation, are still limited by the efficiency of power supplies and heat dissipation techniques. In this dissertation, I propose to lower the energy consumption of GPUs by reducing the precision of floating-point arithmetic in the graphics pipeline and the data sent and stored on- and off-chip. The key idea behind this work is twofold: energy can be saved through a systematic and targeted reduction in the number of bits 1) computed and 2) communicated. Reducing the number of bits computed will necessarily reduce either the precision or range of a floating point number. I focus on saving energy by way of reducing precision, which can exploit the over-provisioning of bits in many stages of the graphics pipeline. Reducing the number of bits communicated takes several forms. First, I propose enhancements to existing compression schemes for off-chip buffers to save bandwidth. I also suggest a simple extension that exploits unused bits in reduced-precision data undergoing compression. Finally, I present techniques for saving energy in on-chip communication of reduced-precision data. By designing and simulating variable-precision arithmetic circuits with promising energy versus precision characteristics and tradeoffs, I have developed an energy model for GPUs. Using this model and my techniques, I have shown that significant savings (up to 70% in computation in the vertex and pixel shader stages) are possible by reducing the precision of the arithmetic. Further, my compression approaches have enabled improvements of 1.26x over past work, and a general-purpose compressor design has achieved bandwidth savings of 34%, 87%, and 65% for color, depth, and geometry data, respectively, which is competitive with past work. Lastly, an initial exploration in signal gating unused lines in on-chip buses has suggested savings of 13-48% for the tested applications' traffic from a multiprocessor's register file to its L1 cache

    Accelerated volumetric reconstruction from uncalibrated camera views

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    While both work with images, computer graphics and computer vision are inverse problems. Computer graphics starts traditionally with input geometric models and produces image sequences. Computer vision starts with input image sequences and produces geometric models. In the last few years, there has been a convergence of research to bridge the gap between the two fields. This convergence has produced a new field called Image-based Rendering and Modeling (IBMR). IBMR represents the effort of using the geometric information recovered from real images to generate new images with the hope that the synthesized ones appear photorealistic, as well as reducing the time spent on model creation. In this dissertation, the capturing, geometric and photometric aspects of an IBMR system are studied. A versatile framework was developed that enables the reconstruction of scenes from images acquired with a handheld digital camera. The proposed system targets applications in areas such as Computer Gaming and Virtual Reality, from a lowcost perspective. In the spirit of IBMR, the human operator is allowed to provide the high-level information, while underlying algorithms are used to perform low-level computational work. Conforming to the latest architecture trends, we propose a streaming voxel carving method, allowing a fast GPU-based processing on commodity hardware

    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

    Real-time rendering of cities at night

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    En synthĂšse d’images, dĂ©terminer la couleur d’une surface au pixel d’une image doit considĂ©rer toutes les sources de lumiĂšre de la scĂšne pour Ă©valuer leur contribution lumineuse sur la surface en question. Cette Ă©valuation de la visibilitĂ© et en l’occurrence de la radiance incidente des sources de lumiĂšre est trĂšs coĂ»teuse. Elle n’est gĂ©nĂ©ralement pas traitĂ©e pour chaque source de lumiĂšre en rendu temps-rĂ©el. Une ville en pleine nuit est un exemple de telle scĂšne comportant une grande quantitĂ© de sources de lumiĂšre pour lesquelles les rendus temps-rĂ©el modernes ne peuvent pas Ă©valuer la visibilitĂ© de toutes les sources de lumiĂšre individuelles. Nous prĂ©sentons une technique exploitant la cohĂ©rence spatiale des villes et la co-hĂ©rence temporelle des rendus temps-rĂ©el pour accĂ©lĂ©rer le calcul de la visibilitĂ© des sources de lumiĂšre. Notre technique de visibilitĂ© profite des bloqueurs naturels et prĂ©-dominants de la ville pour rapidement rĂ©duire la liste de sources de lumiĂšre Ă  Ă©valuer etainsi, accĂ©lĂ©rer le calcul de la visibilitĂ© en assumant des bloqueurs sous forme de boĂźtes alignĂ©es majoritairement selon certains axes dominants. Pour garantir la propagation des occultations, nous fusionnons les bloqueurs adjacents dans un seul et mĂȘme bloqueur conservateur en termes d’occultations. Notre technique relie la visibilitĂ© de la camĂ©ra avec la visibilitĂ© des surfaces pour rĂ©duire le nombre d’évaluations Ă  effectuer Ă  chaque rendu, et ne calcule la visibilitĂ© que pour les surfaces visibles du point de vue de la camĂ©ra. Finalement, nous intĂ©grons la technique de visibilitĂ© avec une technique de rendu rĂ©aliste, Lightcuts, qui a Ă©tĂ© mise Ă  jour sur GPU dans un scĂ©nario de rendu temps-rĂ©el. MĂȘme si notre technique ne permettra pas d’atteindre le temps-rĂ©el en gĂ©nĂ©ral dans une scĂšne complexe, elle rĂ©duit suffisamment les contraintes pour espĂ©rer y arriver un jour.In image synthesis, to determine the final color of a surface at a specific image pixel,we must consider all potential light sources and evaluate if they contribute to the illumination. Since such evaluation is slow, real-time renderers traditionally do not evaluate each light source, and instead preemptively choose locally important light sources for which to evaluate visibility. A city at night is such a scene containing many light sources for which modern real-time renderers cannot allow themselves to evaluate every light source at every frame.We present a technique exploiting spatial coherency in cities and temporal coherency of real-time walkthroughs to reduce visibility evaluations in such scenes. Our technique uses the natural and predominant occluders of a city to efficiently reduce the number of light sources to evaluate. To further accelerate the evaluation we project the bounding boxes of buildings instead of their detailed model (these boxes should be oriented mostly along a few directions), and fuse adjacent occluders on an occlusion plane to form larger conservative occluders. Our technique also integrates results from camera visibility to further reduce the number of visibility evaluations executed per frame, and evaluates visible light sources for facades visible from the point of view of the camera. Finally, we integrate an offline rendering technique, Lightcuts, by adapting it to real-time GPU rendering to further save on rendering time.Even though our technique does not achieve real-time frame rates in a complex scene,it reduces the complexity of the problem enough so that we can hope to achieve such frame rates one day

    Conception d'un logiciel de contrĂŽle pour la plate-forme de prototypage waferboard TM

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    RÉSUMÉ L’évolution des domaines de l’électronique donne naissance Ă  des circuits toujours plus complexes. Les phases de conception et de prototypage reprĂ©sentent une partie importante du coĂ»t de dĂ©veloppement des produits. Le projet DreamWafer porte sur le prototypage rapide de systĂšmes Ă©lectroniques. Il tente de proposer une nouvelle approche au prototypage et Ă  la vĂ©rification fonctionnelle de systĂšmes Ă©lectroniques, ce qui rĂ©duit ainsi leurs coĂ»ts de dĂ©veloppement et les temps d’arrivĂ© sur le marchĂ©. La plateforme s’appuie sur un circuit intĂ©grĂ© Ă  l’échelle de la tranche de silicium pour proposer l’équivalent d’un PCB reconfigurable. Une mer de contacts assure la connexion avec les composants dĂ©posĂ©s par l’usager sur la tranche de silicium et un rĂ©seau d’interconnexions configurables permet d’obtenir des routes Ă©quivalentes aux pistes de cuivre entre les billes des composants. L’objectif gĂ©nĂ©ral du projet de recherche prĂ©sentĂ© ici consiste Ă  concevoir le logiciel nĂ©cessaire au support d’une telle plateforme. Le projet comprend l’élaboration d’une architecture gĂ©nĂ©rale favorisant l’intĂ©gration des ressources techniques existantes (comme les algorithmes de routage), la conception d’une architecture Ă©volutive simplifiant les accĂšs au matĂ©riel, et la rĂ©alisation d’un systĂšme d’affichage adaptĂ© Ă  la complexitĂ© d’une telle plateforme. Cette conception doit se faire dans un environnement technique bipolaire (Ă©lectronique et logiciel) connaissant un renouvellement important des personnes intervenant dans le projet. L’architecture dĂ©veloppĂ©e au cours de ces travaux est conçue pour prendre en charge les contraintes liĂ©es au pilotage de la plateforme Ă©lectronique et de les isoler pour simplifier l’intĂ©gration matĂ©riel-logiciel et les dĂ©veloppements Ă  venir. Ce travail Ă  fait l’objet d’un chapitre soumis pour le livre « Novel Advances in Microsystems Technologies and their Applications ». À cette architecture s’ajoute une contribution technique publiĂ©e Ă  la confĂ©rence CCECE 2013 (Canadian Conference on Electrical and Computer Engineering) dont l’objectif est de permettre l’affichage rapide du grand volume de donnĂ©es requis pour la reprĂ©sentation d’une telle plateforme.---------- ABSTRACT Electronic system design methods are in constant evolution with access to technologies enabling the creation of increasingly complex circuits. The design and prototyping phases of today’s systems represent a significant part of the overall cost of many products. The DreamWafer project attempts to propose a new approach to the rapid prototyping of Printed Circuit Board, reducing costs and delays. The platform is based on a wafer-scale silicon integrated circuit that works as a reconfigurable PCB. A sea of contacts on its top surface provides the connections with the user components deposited on it and a configurable interconnection network is used to create routes as in a traditional PCB. We present the software written to support this platform. The project includes the development of general software architecture, the design of a scalable model simplifying access to equipment and the construction of a display system able to handle the dataset for such a platform. The architecture developed in this work is designed to handle the constraints related to the hardware while assisting the integration of functional modules. This work was the subject of a chapter submitted for the book « Advances in Novel Microsystems Technologies and their Applications ». In addition to this, an efficient new mechanism for the rapid display of large amounts of data representing the system is proposed. This technical contribution is going to be published in CCECE 2013 conference (Canadian Conference on Electrical and Computer Engineering). Software resulting from this work is currently being used for demonstration and must serve as a validation tool for the hardware

    Multi-Frame Rate Rendering

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    Multi-frame rate rendering is a parallel rendering technique that renders interactive parts of a scene on one graphics card while the rest of the scene is rendered asynchronously on a second graphics card. The resulting color and depth images of both render processes are composited, by optical superposition or digital composition, and displayed. The results of a user study confirm that multi-frame rate rendering can significantly improve the interaction performance. Multi-frame rate rendering is naturally implemented on a graphics cluster. With the recent availability of multiple graphics cards in standalone systems the method can also be implemented on a single computer system where memory bandwidth is much higher compared to off-the-shelf networking technology. This decreases overall latency and further improves interactivity. Multi-frame rate rendering was also investigated on a single graphics processor by interleaving the rendering streams for the interactive elements and the rest of the scene. This approach enables the use of multi-frame rate rendering on low-end graphics systems such as laptops, mobile phones, and PDAs. Advanced multi-frame rate rendering techniques reduce the limitations of the basic approach. The interactive manipulation of light sources and their parameters affects the entire scene. A multi-GPU deferred shading method is presented that splits the rendering task into a rasterization and lighting pass and assigns the passes to the appropriate image generators such that light manipulations at high frame rates become possible. A parallel volume rendering technique allows the manipulation of objects inside a translucent volume at high frame rates. This approach is useful for example in medical applications, where small probes need to be positioned inside a computed-tomography image. Due to the asynchronous nature of multi-frame rate rendering artifacts may occur during migration of objects from the slow to the fast graphics card, and vice versa. Proper state management allows to almost completely avoid these artifacts. Multi-frame rate rendering significantly improves the interactive manipulation of objects and lighting effects. This leads to a considerable increase of the size for 3D scenes that can be manipulated compared to conventional methods.Multi-Frame Rate Rendering ist eine parallele Rendertechnik, die interaktive Teile einer Szene auf einer separaten Graphikkarte berechnet. Die Abbildung des Rests der Szene erfolgt asynchron auf einer anderen Graphikkarte. Die resultierenden Farb- und Tiefenbilder beider Darstellungsprozesse werden mittels optischer Überlagerung oder digitaler Komposition kombiniert und angezeigt. Die Ergebnisse einer Nutzerstudie zeigen, daß Multi-Frame Rate Rendering die Interaktion fĂŒr große Szenen deutlich beschleunigt. Multi-Frame Rate Rendering ist ĂŒblicherweise auf einem Graphikcluster zu implementieren. Mit der VerfĂŒgbarkeit mehrerer Graphikkarten fĂŒr Einzelsysteme kann Multi-Frame Rate Rendering auch fĂŒr diese realisiert werden. Dies ist von Vorteil, da die Speicherbandbreite um ein Vielfaches höher ist als mit ĂŒblichen Netzwerktechnologien. Dadurch verringern sich Latenzen, was zu verbesserter InteraktivitĂ€t fĂŒhrt. Multi-Frame Rate Rendering wurde auch auf Systemen mit einer Graphikkarte untersucht. Die Bildberechnung fĂŒr den Rest der Szene muss dazu in kleine Portionen aufgeteilt werden. Die Darstellung erfolgt dann alternierend zu den interaktiven Elementen ĂŒber mehrere Bilder verteilt. Dieser Ansatz erlaubt die Benutzung von Multi-Frame Rate Rendering auf einfachen Graphiksystemen wie Laptops, Mobiltelefonen and PDAs. Fortgeschrittene Multi-Frame Rate Rendering Techniken erweitern die Anwendbarkeit des Ansatzes erheblich. Die interaktive Manipulation von Lichtquellen beeinflußt die ganze Szene. Um diese Art der Interaktion zu unterstĂŒtzen, wurde eine Multi-GPU Deferred Shading Methode entwickelt. Der Darstellungsvorgang wird dazu in einen Rasterisierungs- und Beleuchtungsschritt zerlegt, die parallel auf den entsprechenden Grafikkarten erfolgen können. Dadurch kann die Beleuchtung mit hohen Bildwiederholraten unabhĂ€ngig von der geometrischen KomplexitĂ€t der Szene erfolgen. Außerdem wurde eine parallele Darstellungstechnik fĂŒr die interaktive Manipulation von Objekten in hochaufgelösten Volumendaten entwickelt. Dadurch lassen sich zum Beispiel virtuelle Instrumente in hochqualitativ dargestellten Computertomographieaufnahmen interaktiv positionieren. Aufgrund der inhĂ€renten AsynchronitĂ€t der beiden Darstellungsprozesse des Multi-Frame Rate Rendering Ansatzes können Artifakte wĂ€hrend der Objektmigration zwischen den Graphikkarten auftreten. Eine intelligente Zustandsverwaltung in Kombination mit Prediktionstechniken kann diese Artifakte fast gĂ€nzlich verhindern, so dass Benutzer diese im allgemeinen nicht bemerken. Multi-Frame Rate Rendering beschleunigt die interaktive Manipulation von Objekten und Beleuchtungseffekten deutlich. Dadurch können deutlich umfangreichere virtuelle Szenarien bearbeitet werden als mit konventionellen Methoden
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