62 research outputs found
The Hierarchical Ray Engine
Due to the success of texture based approaches, ray casting has lately been confined to performing
preprocessing in realtime applications. Though GPU based ray casting implementations outperform the CPU now, they either do not scale well for higher primitive counts, or require the costly
construction of spatial hierarchies. We present an improved algorithm based on the Ray Engine
approach, which builds a hierarchy of rays instead of objects, completely on the graphics card.
Exploiting the coherence between rays when displaying refractive objects or computing caustics,
realtime frame rates are achieved without preprocessing. Thus, the method fills a gap in the
realtime rendering repertoire
The Hierarchical Ray Engine
Due to the success of texture based approaches, ray casting has lately been confined to performing
preprocessing in realtime applications. Though GPU based ray casting implementations outperform the CPU now, they either do not scale well for higher primitive counts, or require the costly
construction of spatial hierarchies. We present an improved algorithm based on the Ray Engine
approach, which builds a hierarchy of rays instead of objects, completely on the graphics card.
Exploiting the coherence between rays when displaying refractive objects or computing caustics,
realtime frame rates are achieved without preprocessing. Thus, the method fills a gap in the
realtime rendering repertoire
Recursive Procedural Tonal Art Maps
This paper presents a real-time procedural texturing algorithm for hatching parametrized surfaces. We expand on
the concept of Tonal Art Maps to define recursive procedural tonal art maps that can service any required level-of-
detail, allowing to zoom in on surfaces indefinitely. We explore the mathematical requirements arising for hatching
placement and propose algorithms for the generation of the procedural models and for real-time texturing
Virtuális világok szimuláciĂłja Ă©s megjelenĂtĂ©se = Simulation-Rendering in Virtual Reality Systems
1. A Navier-Stokes egyenletek Lagrange-i Ă©s Euler-i nĂ©zĹ‘pontjának masszĂvan párhuzamos architektĂşrán vĂ©grehajthatĂł hatĂ©kony megoldási algoritmusa folyadĂ©kszimuláciĂłhoz. A folyadĂ©k szabályozása, azaz elĹ‘Ărt sűrűsĂ©gfĂĽggvĂ©ny felĂ© terelĂ©se. 2. Formális nyelvek, L-rendszerek párhuzamos kiĂ©rtĂ©kelĂ©si algoritmusa Ă©s alkalmazás ""vĂ©gtelen"" városok Ă©s növĂ©nyek szimuláciĂłjára. 3. TĂ©rfogati modellekben a fĂ©nyterjedĂ©s szimuláciĂł szabad Ăşthossz mintavĂ©telezĂ©sĂ©nek hatĂ©kony megoldása, amely heterogĂ©n közegben extrĂ©m nagy felbontásokra (pl. 32 ezer köbös) is működik. 4. TĂ©rfogati modellek vĂ©ges elemes megoldásához az iteráciĂłt gyorsĂtĂł kezdeti becslĹ‘ kialakĂtása. 5. A fotonterjedĂ©s szimuláciĂłjának felhasználása inverz feladatokban, pozitron emissziĂłs tomográfiához rekonstrukciĂłs eljárások kidolgozása. 6. A Koksma-Hlawka egyenlĹ‘tlensĂ©g általánosĂtása nem egyenletes minták esetĂ©re Ă©s ez alapján delta-szigma moduláciĂłs mĂłdszer kidolgozása fontosság szerinti mintavĂ©telezĂ©shez. 7. Az ambiens takarási mĂłdszer Ăşj geometriai Ă©rtelmezĂ©sĂ©nek megalkotása Ă©s Ăşj, hatĂ©kony mĂłdszerek kidolgozása. 8. Out-of-core vizualizáciĂł sugárkövetĂ©s alapon, több száz milliĂł háromszögbĹ‘l állĂł modellek interaktĂv bejárása. 9. Az NPR algoritmusoknál a 3D konzisztencia biztosĂtása, Ă©s animáciĂłs algoritmusok lĂ©trehozása. | 1. Algorithms for the solution of the Navier-Stokes equations of fluids on massively parallel hardware, taking both the Eulerian and Lagrangian viewpoints. Solution of the fluid control problem. 2. Parallel evaluation of L-systems and its application to procedural infinite virtual worlds. 3. Free path sampling method for high resolution, heterogeneous participating media. 4. Bootstrapping the iterative solver of finite element approaches for light transport in participating media. 5. Development of a parallel solver for the photon transport problem and its application in positron emission tomography. 6. Generalization of Koksma-Hlawka inequality and the development of a delta-sigma type importance sampling. 7. New geometric interpretation for ambient occlusion and novel computation algorithms. 8. Out-of-core visualization methods based on ray tracing. 9. Solution of the 3D consistency problem of NPR and extension to animation sequences
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