• Title/Summary/Keyword: View-Dependent Rendering

Search Result 14, Processing Time 0.019 seconds

Scalable Graphics Algorithms (스케일러블 그래픽스 알고리즘)

  • Yoon, Sung-Eui
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02c
    • /
    • pp.224-224
    • /
    • 2008
  • Recent advances in model acquisition, computer-aided design, and simulation technologies have resulted in massive databases of complex geometric data occupying multiple gigabytes and even terabytes. In various graphics/geometric applications, the major performance bottleneck is typically in accessing these massive geometric data due to the high complexity of such massive geometric data sets. However, there has been a consistent lower growth rate of data access speed compared to that of computational processing speed. Moreover, recent multi-core architectures aggravate this phenomenon. Therefore, it is expected that the current architecture improvement does not offer the solution to the problem of dealing with ever growing massive geometric data, especially in the case of using commodity hardware. In this tutorial, I will focus on two orthogonal approaches--multi-resolution and cache-coherent layout techniques--to design scalable graphics/geometric algorithms. First, I will discuss multi-resolution techniques that reduce the amount of data necessary for performing geometric methods within an error bound. Second, I will explain cache-coherent layouts that improve the cache utilization of runtime geometric applications. I have applied these two techniques into rendering, collision detection, and iso-surface extractions and, thereby, have been able to achieve significant performance improvement. I will show live demonstrations of view-dependent rendering and collision detection between massive models consisting of tens of millions of triangles on a laptop during the talk.

  • PDF

Real-Time Hierarchical Techniques for Rendering of Translucent Materials and Screen-Space Interpolation (반투명 재질의 렌더링과 화면 보간을 위한 실시간 계층화 알고리즘)

  • Ki, Hyun-Woo;Oh, Kyoung-Su
    • Journal of Korea Game Society
    • /
    • v.7 no.1
    • /
    • pp.31-42
    • /
    • 2007
  • In the natural world, most materials such as skin, marble and cloth are translucent. Their appearance is smooth and soft compared with metals or mirrors. In this paper, we propose a new GPU based hierarchical rendering technique for translucent materials, based on the dipole diffusion approximation, at interactive rates. Information of incident light, position, normal, and irradiance, on the surfaces are stored into 2D textures by rendering from a primary light view. Huge numbers of pixel photons are clustered into quad-tree image pyramids. Each pixel, we select clusters (sets of photons), and then we approximate multiple subsurface scattering term with the clusters. We also introduce a novel hierarchical screen-space interpolation technique by exploiting spatial coherence with early-z culling on the GPU. We also build image pyramids of the screen using mipmap and pixel shader. Each pixel of the pyramids is stores position, normal and spatial similarity of children pixels. If a pixel's the similarity is high, we render the pixel and interpolate the pixel to multiple pixels. Result images show that our method can interactively render deformable translucent objects by approximating hundreds of thousand photons with only hundreds clusters without any preprocessing. We use an image-space approach for entire process on the GPU, thus our method is less dependent to scene complexity.

  • PDF

Massive 3D Point Cloud Visualization by Generating Artificial Center Points from Multi-Resolution Cube Grid Structure (다단계 정육면체 격자 기반의 가상점 생성을 통한 대용량 3D point cloud 가시화)

  • Yang, Seung-Chan;Han, Soo Hee;Heo, Joon
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
    • /
    • v.30 no.4
    • /
    • pp.335-342
    • /
    • 2012
  • 3D point cloud is widely used in Architecture, Civil Engineering, Medical, Computer Graphics, and many other fields. Due to the improvement of 3D laser scanner, a massive 3D point cloud whose gigantic file size is bigger than computer's memory requires efficient preprocessing and visualization. We suggest a data structure to solve the problem; a 3D point cloud is gradually subdivided by arbitrary-sized cube grids structure and corresponding point cloud subsets generated by the center of each grid cell are achieved while preprocessing. A massive 3D point cloud file is tested through two algorithms: QSplat and ours. Our algorithm, grid-based, showed slower speed in preprocessing but performed faster rendering speed comparing to QSplat. Also our algorithm is further designed to editing or segmentation using the original coordinates of 3D point cloud.

Extended Cartoon Rendering using 3D Texture (3차원 텍스처를 이용한 카툰 렌더링의 만화적 스타일 다양화)

  • Byun, Hae-Won;Jung, Hye-Moon
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.8
    • /
    • pp.123-133
    • /
    • 2011
  • In this paper, we propose a new method for toon shading using 3D texture which renders 3d objects in a cartoon style. The conventional toon shading using 1D texture displays shading tone by computing the relative position and orientation between a light vector and surface normal. The 1D texture alone has limits to express the various tone change according to any viewing condition. Therefore Barla et. al. replaces a 1D texture with a 2D texture whose the second dimension corresponds to the view-dependent effects such as level-of-abstraction, depthof-field. The proposed scheme extends 2D texture to 3D texture by adding one dimension with the geometric information of 3D objects such as curvature, saliency, and coordinates. This approach supports two kinds of extensions for cartoon style diversification. First, we support "shape exaggeration effect" to emphasize silhouette or highlight according to the geometric information of 3D objects. Second, we further incorporate "cartoon specific effect", which is examples of screen tone and out focusing frequently appeared in cartoons. We demonstrate the effectiveness of our approach through examples that include a number of 3d objects rendered in various cartoon style.