46 research outputs found

    Rendering Geometry with Relief Textures

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    International audienceWe propose to render geometry using an image based representation. Geometric information is encoded by a texture with depth and rendered by rasterizing the bounding box geometry. For each resulting fragment, a shader computes the intersection of the corresponding ray with the geometry using pre-computed information to accelerate the computation. Great care is taken to be artifact free even when zoomed in or at grazing angles. We integrate our algorithm with reverse perspective projection to represent a larger class of shapes. The extra texture requirement is small and the rendering cost is output sensitive so our representation can be used to model many parts of a 3D scene

    Realistic Water Volumes in Real-Time

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    International audienceWe present a real-time technique to render realistic water volumes. Water volumes are represented as the space enclosed between a ground heightfield and an animable water surface heightfield. This representation allows the application of recent GPU-based heightfield rendering algorithms. Our method is a simplified raytracing approach which correctly handles reflections and refractions and allows us to render complex effects such as light absorption, refracted shadows and refracted caustics. It runs at high framerates by exploiting the power of the latest graphic cards, and could be used in real-time applications like video games, or interactive simulation

    Wind projection basis for real-time animation of trees

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    International audienceThis scientific report presents a real-time method to animate complex scenes of thousands of trees under a user-controllable wind load. Firstly, modal analysis is applied to extract the main modes of deformation from the mechanical model of a 3D tree. The novelty of our contribution is to precompute a new basis of the modal stress of the tree under wind load. At runtime, this basis allows to replace the modal projection of the external forces by a direct mapping for any directional wind. We show that this approach can be efficiently implemented on a graphics hardware. This modal animation can be simulated at low computation cost even for large scenes containing thousands of trees

    A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics

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    This paper presents a survey of ocean simulation and rendering methods in computer graphics. To model and animate the ocean's surface, these methods mainly rely on two main approaches: on the one hand, those which approximate ocean dynamics with parametric, spectral or hybrid models and use empirical laws from oceanographic research. We will see that this type of methods essentially allows the simulation of ocean scenes in the deep water domain, without breaking waves. On the other hand, physically-based methods use Navier-Stokes Equations (NSE) to represent breaking waves and more generally ocean surface near the shore. We also describe ocean rendering methods in computer graphics, with a special interest in the simulation of phenomena such as foam and spray, and light's interaction with the ocean surface

    Comprehensive Pan-Genomic Characterization of Adrenocortical Carcinoma

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    SummaryWe describe a comprehensive genomic characterization of adrenocortical carcinoma (ACC). Using this dataset, we expand the catalogue of known ACC driver genes to include PRKAR1A, RPL22, TERF2, CCNE1, and NF1. Genome wide DNA copy-number analysis revealed frequent occurrence of massive DNA loss followed by whole-genome doubling (WGD), which was associated with aggressive clinical course, suggesting WGD is a hallmark of disease progression. Corroborating this hypothesis were increased TERT expression, decreased telomere length, and activation of cell-cycle programs. Integrated subtype analysis identified three ACC subtypes with distinct clinical outcome and molecular alterations which could be captured by a 68-CpG probe DNA-methylation signature, proposing a strategy for clinical stratification of patients based on molecular markers

    Comprehensive Molecular Characterization of Papillary Renal-Cell Carcinoma

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    BACKGROUND Papillary renal-cell carcinoma, which accounts for 15 to 20% of renal-cell carcinomas, is a heterogeneous disease that consists of various types of renal cancer, including tumors with indolent, multifocal presentation and solitary tumors with an aggressive, highly lethal phenotype. Little is known about the genetic basis of sporadic papillary renal-cell carcinoma, and no effective forms of therapy for advanced disease exist. METHODS We performed comprehensive molecular characterization of 161 primary papillary renal-cell carcinomas, using whole-exome sequencing, copy-number analysis, messenger RNA and microRNA sequencing, DNA-methylation analysis, and proteomic analysis. RESULTS Type 1 and type 2 papillary renal-cell carcinomas were shown to be different types of renal cancer characterized by specific genetic alterations, with type 2 further classified into three individual subgroups on the basis of molecular differences associated with patient survival. Type 1 tumors were associated with MET alterations, whereas type 2 tumors were characterized by CDKN2A silencing, SETD2 mutations, TFE3 fusions, and increased expression of the NRF2'antioxidant response element (ARE) pathway. A CpG island methylator phenotype (CIMP) was observed in a distinct subgroup of type 2 papillary renal-cell carcinomas that was characterized by poor survival and mutation of the gene encoding fumarate hydratase (FH). CONCLUSIONS Type 1 and type 2 papillary renal-cell carcinomas were shown to be clinically and biologically distinct. Alterations in the MET pathway were associated with type 1, and activation of the NRF2-ARE pathway was associated with type 2; CDKN2A loss and CIMP in type 2 conveyed a poor prognosis. Furthermore, type 2 papillary renalcell carcinoma consisted of at least three subtypes based on molecular and phenotypic features

    The Somatic Genomic Landscape of Chromophobe Renal Cell Carcinoma

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    We describe the landscape of somatic genomic alterations of 66 chromophobe renal cell carcinomas (ChRCCs) based on multidimensional and comprehensive characterization, including mitochondrial DNA (mtDNA) and whole genome sequencing. The result is consistent that ChRCC originates from the distal nephron compared to other kidney cancers with more proximal origins. Combined mtDNA and gene expression analysis implicates changes in mitochondrial function as a component of the disease biology, while suggesting alternative roles for mtDNA mutations in cancers relying on oxidative phosphorylation. Genomic rearrangements lead to recurrent structural breakpoints within TERT promoter region, which correlates with highly elevated TERT expression and manifestation of kataegis, representing a mechanism of TERT up-regulation in cancer distinct from previously-observed amplifications and point mutations

    Représentations alternatives du détail visuel pour le rendu en temps-réel

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    This thesis takes place in the context of real-time image synthesis. It addresses the problem of efficient rendering for visual detail, main component of an image's realism. To cope with the complexity of visual detail it is necessary to possess representations which are adapted to objects that are to be rendered, together with capabilities of modern graphics processors. The first research effort concerns the use of relief for efficiently representing and rendering geometrical detail. The compact and structured representation of relief by an height map allows to design efficient and accurate rendering algorithms. We propose two of them: the first one can render animated reliefs, while the second one focuses on static ones by exploiting the possibility to preprocess the height map. We also develop a consideration on the use of relief for the representation of general surfaces, and present an application for real-time rendering of realistic water volumes. The second research effort focuses on non-surfacic representations, necessary when geometrical representations are inadequate or even non-existent. It is notably the case of distant objects or objects possessing a dense geometry, like a tree's foliage for example. The problem here is to be able to represent the visual aspect of an object without resorting to any geometrical model. We propose a method taking the light-field of an object as only input data, to determine the optimal parameters for an efficiently renderable representation.Cette thèse se place dans le cadre de la synthèse d'images en temps réel. Le problème auquel elle s'attaque est celui du rendu efficace du détail visuel, principal élément du réalisme d'une image. Pour faire face à la complexité du détail visuel, il est nécessaire de disposer de représentations adaptées à la fois aux objets que l'on cherche à rendre ainsi qu'aux capacités des processeurs graphiques actuels. Le premier axe de recherche porte sur l'utilisation du relief pour représenter et rendre efficacement du détail géométrique. La représentation compacte et structurée du relief par une carte hauteur permet la conception d'algorithmes de rendu exacts et efficaces. Nous en proposons deux~: le premier permet de rendre des reliefs dynamiques, alors que le second s'adresse aux reliefs statiques en exploitant la possibilité d'effectuer un pré-traitement sur la carte de hauteur. Nous développons aussi une réflexion sur l'utilisation du relief pour la représentation de surfaces quelconques, et présentons une application au rendu réaliste et en temps réel de volumes d'eau. Le deuxième axe de recherche se concentre sur les représentations non surfaciques, nécessaires lorsque les représentations géométriques sont inadaptées voire inexistantes. C'est le cas notamment des objets lointains ou des objets à géométrie dense, comme par exemple le feuillage d'un arbre. Le problème ici est d'être capable de représenter l'apparence d'un objet, sans recourir à un modèle géométrique. Nous proposons une méthode permettant, à partir de la seule donnée du light-field d'un objet, de déterminer les paramètres optimaux d'une représentation adaptée pour le rendu

    Représentations alternatives du détail visuel pour le rendu en temps-réel

    No full text
    Cette thèse se place dans le cadre de la synthèse d'images en temps réel. Le problème auquel elle s'attaque est celui du rendu efficace du détail visuel, principal élément du réalisme d'une image. Pour faire face à la complexité du détail visuel, il est nécessaire de disposer de représentations adaptées à la fois aux objets que l'on cherche à rendre ainsi qu'aux capacités des processeurs graphiques actuels. Le premier axe de recherche porte sur l'utilisation du relief pour représenter et rendre efficacement du détail géométrique. La représentation compacte et structurée du relief par une carte hauteur permet la conception d'algorithmes de rendu exacts et efficaces. Nous en proposons deux~: le premier permet de rendre des reliefs dynamiques, alors que le second s'adresse aux reliefs statiques en exploitant la possibilité d'effectuer un pré-traitement sur la carte de hauteur. Nous développons aussi une réflexion sur l'utilisation du relief pour la représentation de surfaces quelconques, et présentons une application au rendu réaliste et en temps réel de volumes d'eau. Le deuxième axe de recherche se concentre sur les représentations non surfaciques, nécessaires lorsque les représentations géométriques sont inadaptées voire inexistantes. C'est le cas notamment des objets lointains ou des objets à géométrie dense, comme par exemple le feuillage d'un arbre. Le problème ici est d'être capable de représenter l'apparence d'un objet, sans recourir à un modèle géométrique. Nous proposons une méthode permettant, à partir de la seule donnée du light-field d'un objet, de déterminer les paramètres optimaux d'une représentation adaptée pour le rendu.This thesis takes place in the context of real-time image synthesis. It addresses the problem of efficient rendering for visual detail, main component of an image's realism. To cope with the complexity of visual detail it is necessary to possess representations which are adapted to objects that are to be rendered, together with capabilities of modern graphics processors. The first research effort concerns the use of relief for efficiently representing and rendering geometrical detail. The compact and structured representation of relief by an height map allows to design efficient and accurate rendering algorithms. We propose two of them: the first one can render animated reliefs, while the second one focuses on static ones by exploiting the possibility to preprocess the height map. We also develop a consideration on the use of relief for the representation of general surfaces, and present an application for real-time rendering of realistic water volumes. The second research effort focuses on non-surfacic representations, necessary when geometrical representations are inadequate or even non-existent. It is notably the case of distant objects or objects possessing a dense geometry, like a tree's foliage for example. The problem here is to be able to represent the visual aspect of an object without resorting to any geometrical model. We propose a method taking the light-field of an object as only input data, to determine the optimal parameters for an efficiently renderable representation.GRENOBLE1-BU Sciences (384212103) / SudocSudocFranceF
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