5 research outputs found

    Free adaptive tessellation strategy of b茅zier surfaces

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    [Abstract] Rendering of B茅zier surfaces is currently performed by tessellating the model on the GPU and rendering the highly detailed triangle mesh. Whereas non-adaptive strategies apply the same tessellation pattern to the whole surface resulting in a uniform tessellation of the patch, adaptive approaches make it possible to reduce the number of triangles generated without a loss of quality. However, the most usual approaches to adaptive tessellation have little flexibility and do redundant computations and memory accesses, as each sample is independently evaluated in the Domain Shader of the DirectX11 pipeline. In this paper an adaptive tessellation technique based on the exploitation of the spatial coherence data within each surface is presented. The GPU implementation of this technique is simple and efficient and, as consequence, the tessellation of complex models can be performed in real-time. The analysis of the GPU performance and limitations for different adaptive degree of the tessellation performed suggest innovations in future graphics card generations for supporting a larger degree of adaptivity without a penalty

    Parallel Hierarchical Radiosity on Hybrid Platforms

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    The final publication is available at Springer via http://dx.doi.org/10.1007/s11227-011-0592-6[Abstract] Achieving an efficient realistic illumination is an important aim of research in computer graphics. In this paper a new parallel global illumination method for hybrid systems based on the hierarchical radiosity method is presented. Our solution allows the exploitation of systems that combine independent nodes with multiple cores per node. Thus, multiple nodes work in parallel in the computation of the global illumination for the same scene. Within each node, all the available computational cores are used through a shared-memory multithreading approach. The good results obtained in terms of speedup on several distributed-memory and shared-memory configurations show the versatility of our hybrid proposal.[Resumo] Acadar unha eficiente iluminaci贸n realista 茅 un importante obxectivo no campo dos gr谩ficos por computadora. Neste traballo pres茅ntase un novo m茅todo de iluminaci贸n global paralelo para sistemas h铆bridos baseado no modelo de radiosidade jer谩rquica. A nosa soluci贸n permite a explotaci贸n de sistemas que combinen nodos de c贸mputo independentes con m煤ltiples n煤cleos de execuci贸n en cada nodo. Deste xeito, varios nodos traballan en paralelo na computaci贸n da iluminaci贸n global dunha mesma escea. Dentro de cada nodo, todos os n煤cleos computacionais dispo帽ibles son aproveitados mediante unha aproximaci贸n multif铆o en memoria compartida. Os bos resultados obtidos en canto a aceleraci贸n en distintas configuraci贸ns de memoria compartida e distribu铆da dan mostra da versatilidade da nosa proposta h铆brida.Xunta de Galicia; INCITE08PXIB105161PRMinisterio de Educaci贸n y Ciencia; MEC TIN 2010-16735Xunta de Galicia; 08TIC001206P

    Synthesis of Multiresolution Scenes with Global Illumination on a GPU

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    [Abstract] The radiosity computation has the important feature of producing view independent results, but these results are mesh dependent and, in consequence, are attached to a specific level of detail in the input mesh. Therefore, rendering at iterative frame rates would benefit from the utilization of multiresolution models. In this paper we focus on the rendering stage of a solution for hierarchical radiosity for multiresolution systems. This method is based on the application of an enriched hierarchical radiosity algorithm to an input scene with low resolution objects (represented by coarse meshes), and the efficient data management of the resulting values. The proposed encoding makes it possible to apply the color values obtained for the coarse objects to detailed versions of these objects during the rendering phase. These finer meshes are obtained by a standard mesh subdivision strategy, such as the Loop subdivision scheme. Our solution performs the whole rendering stage of this multiresolution approach on the GPU, implementing it in the geometry shader using Microsoft HLSL. Results of our implementation show an important reduction in computational costs
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