In this paper we present a novel GPU-oriented method of creating an inherently continuous triangular mesh for tile-based rendering of regular height fields. The method is based on tiling data-independent semi-regular ...
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In this paper we present a novel GPU-oriented method of creating an inherently continuous triangular mesh for tile-based rendering of regular height fields. The method is based on tiling data-independent semi-regular meshes of non-uniform structure, a technique that is quite different from other mesh tiling approaches. A complete, memory efficient set of mesh patterns is created by an off-line procedure and stored into the graphics adapter's memory at runtime. At rendering time, for each tile, one of the precomputed mesh patterns is selected for rendering. The selected mesh pattern fits the required level of details of the tile and ensures seamless connection with other adjacent mesh patterns, like in a game of dominoes. The scalability potential of the proposed method is demonstrated through quadtree hierarchical grouping of tiles. The efficiency is verified by experimental results on height fields for terrain representation, where the method achieves high frame rates and sustained triangle throughput on high resolution viewports with sub-pixel error tolerance. Frame rate sensitivity to real-time modifications of the height field is measured, and it is shown that the method is very tolerant and consequently well tailored for applications dealing with rapidly changeable phenomena represented by height fields.
We introduce a new method for computing optimal path maps on the GPU using OpenGL shaders. Our method explores GPU rasterization as a way to propagate optimal costs on a polygonal 2D environment, producing optimal pat...
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We introduce a new method for computing optimal path maps on the GPU using OpenGL shaders. Our method explores GPU rasterization as a way to propagate optimal costs on a polygonal 2D environment, producing optimal path maps which can efficiently be queried at run-time. Our method is implemented entirely with GPU shaders, does not require pre-computation, addresses optimal path maps with multiple points and line segments as sources, and introduces a new optimal path map concept not addressed before: maps with weights at vertices representing possible changes in traversal speed. The produced maps offer new capabilities not explored by previous navigation representations and at the same time address paths with global optimality, a characteristic which has been mostly neglected in animated virtual environments. The proposed path maps partition the input environment into the regions sharing a same parent point along the shortest path to the closest source, taking into account possible speed changes at vertices. The proposed approach is particularly suitable for the animation of multiple agents moving toward the entrances or exits of a virtual environment, a situation which is efficiently represented with the proposed path maps.
We present a photon mapping technique capable of computing high quality global illumination at interactive frame rates. By extending the concept of photon differentials to efficiently handle diffuse reflections, we ge...
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We present a photon mapping technique capable of computing high quality global illumination at interactive frame rates. By extending the concept of photon differentials to efficiently handle diffuse reflections, we generate footprints at all photon hit points. These enable illumination reconstruction by density estimation with variable kernel bandwidths without having to locate the k nearest photon hits first. Adapting an efficient BVH construction process for ray tracing acceleration, we build photon maps that enable the fast retrieval of all hits relevant to a shading point. We present a heuristic that automatically times the BVH build's termination criterion to the scene and illumination conditions. As all stages of the algorithm are highly parallelizable, we demonstrate an implementation using NVidia's CUDA manycore architecture running at interactive rates on a single GPU. Both light source and camera may be freely moved with global illumination fully recalculated in each frame.
Reviewing literatures for a certain research field is always important for academics. One could use Google-like information seeking tools, but oftentimes he/she would end up obtaining too many possibly related papers,...
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Reviewing literatures for a certain research field is always important for academics. One could use Google-like information seeking tools, but oftentimes he/she would end up obtaining too many possibly related papers, as well as the papers in the associated citation network. During such a process, a user may easily get lost after following a few links for searching or cross-referencing. It is also difficult for the user to identify relevant/important papers from the resulting huge collection of papers. Our work, called PaperVis, endeavors to provide a user-friendly interface to help users quickly grasp the intrinsic complex citation-reference structures among a specific group of papers. We modify the existing Radial Space Filling (RSF) and Bullseye View techniques to arrange involved papers as a node-link graph that better depicts the relationships among them while saving the screen space at the same time. PaperVis applies visual cues to present node attributes and their transitions among interactions, and it categorizes papers into semantically meaningful hierarchies to facilitate ensuing literature exploration. We conduct experiments on the InfoVis 2004 Contest dataset to demonstrate the effectiveness of PaperVis.
We introduce QuadStack, a novel algorithm for volumetric data compression and direct rendering. Our algorithm exploits the data redundancy often found in layered datasets which are common in science and engineering fi...
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We introduce QuadStack, a novel algorithm for volumetric data compression and direct rendering. Our algorithm exploits the data redundancy often found in layered datasets which are common in science and engineering fields such as geology, biology, mechanical engineering, medicine, etc. QuadStack first compresses the volumetric data into vertical stacks which are then compressed into a quadtree that identifies and represents the layered structures at the internal nodes. The associated data (color, material, density, etc.) and shape of these layer structures are decoupled and encoded independently, leading to high compression rates (4x to 54x of the original voxel model memory footprint in our experiments). We also introduce an algorithm for value retrieving from the QuadStack representation and we show that the access has logarithmic complexity. Because of the fast access, QuadStack is suitable for efficient data representation and direct rendering. We show that our GPU implementation performs comparably in speed with the state-of-the-art algorithms (18-79 MRays/s in our implementation), while maintaining a significantly smaller memory footprint.
This paper presents a new data structure, called stick textures, to give a continuous and compact 3D representation of the scene displayed in depth images. A stick texture is constructed for each pixel of a depth imag...
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This paper presents a new data structure, called stick textures, to give a continuous and compact 3D representation of the scene displayed in depth images. A stick texture is constructed for each pixel of a depth image, composed of the interpolated pixels to fill the gaps between the pixel and its neighbour pixels covered by a same continuous surface. Thus, rendering sticks instead of pixels can save operations on hole-filling for acceleration, and produce high quality novel images with 3D details and view motion parallax displayed very well. In addition, stick textures are always short, and every stick texture can be rendered as a pixel. Therefore, stick textures have not a high storage requirement, and they can be easily integrated with existing image-based rendering methods to achieve high rendering efficiency, e.g., using GPUs for acceleration and conveniently handling large-scale scenes, even the scenes with multi-layered objects. Experimental results demonstrate the advantages of stick textures in image quality, rendering speed and storage requirement. (c) 2006 Elsevier Inc. All rights reserved.
In this paper we present an out-of-core editing system for point clouds, which allows selecting and modifying arbitrary parts of a huge point cloud interactively. We can use the selections to segment the point cloud, ...
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In this paper we present an out-of-core editing system for point clouds, which allows selecting and modifying arbitrary parts of a huge point cloud interactively. We can use the selections to segment the point cloud, to delete points, or to render a preview of the model without the points in the selections. Furthermore, we allow for inserting points into an already existing point cloud. All operations are conducted on a rendering optimized data structure that uses the raw point cloud from a laser scanner, and no additionally created points are needed for an efficient level-of-detail (LOD) representation using this data structure. We also propose an algorithm to alleviate the artifacts when rendering a point cloud with large discrepancies in density in different areas by estimating point sizes heuristically. These estimated point sizes can be used to mimic a closed surface on the raw point cloud, also when the point cloud is composed of several raw laser scans. (C) 2011 Elsevier Ltd. All rights reserved.
Understanding relationships between people and organizations by reading newspaper articles is difficult to manage for humans due to the large amount of data. To address this problem, we present and evaluate a new visu...
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Understanding relationships between people and organizations by reading newspaper articles is difficult to manage for humans due to the large amount of data. To address this problem, we present and evaluate a new visual analytics system, which offers interactive exploration and tagging of social networks extracted from newspapers. For the visual exploration of the network, we extract "interesting" neighbourhoods of nodes, using a new degree of interest (DOI) measure based on edges instead of nodes. It improves the seminal definition of DOI, which we find to produce the same "globally interesting" neighbourhoods in our use case, regardless of the query. Our approach allows answering different user queries appropriately, avoiding uniform search results. We propose a user-driven pattern-based classifier for discovery and tagging of non-taxonomic semantic relations. Our approach does not require any a-priori user knowledge, such as expertise in syntax or pattern creation. An evaluation shows that our classifier is capable of identifying known lexico-syntactic patterns as well as various domain-specific patters. Our classifier yields good results already with a small amount of training, and continuously improves through user feedback. We conduct a user study to evaluate whether our visual interactive system has an impact on how users tag relationships, as compared to traditional text-based interfaces. Study results suggest that users of the visual system tend to tag more concisely, avoiding too abstract or overly specific relationship labels.
We propose a unified rendering approach that jointly handles motion and defocus blur for transparent and opaque objects at interactive frame rates. Our key idea is to create a sampled representation of all parts of th...
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We propose a unified rendering approach that jointly handles motion and defocus blur for transparent and opaque objects at interactive frame rates. Our key idea is to create a sampled representation of all parts of the scene geometry that are potentially visible at any point in time for the duration of a frame in an initial rasterization step. We store the resulting temporally-varying fragments (t-fragments) in a bounding volume hierarchy which is rebuild every frame using a fast spatial median construction algorithm. This makes our approach suitable for interactive applications with dynamic scenes and animations. Next, we perform spatial sampling to determine all t-fragments that intersect with a specific viewing ray at any point in time. Viewing rays are sampled according to the lens uv-sampling for depth-of-field effects. In a final temporal sampling step, we evaluate the predetermined viewing ray/t-fragment intersections for one or multiple points in time. This allows us to incorporate all standard shading effects including transparency. We describe the overall framework, present our GPU implementation, and evaluate our rendering approach with respect to scalability, quality, and performance.
Augmented Reality (AR) technologies are rapidly expanding into new application areas. However, the development of AR user interfaces and appropriate interaction techniques remains a complex and time-consuming task. St...
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Augmented Reality (AR) technologies are rapidly expanding into new application areas. However, the development of AR user interfaces and appropriate interaction techniques remains a complex and time-consuming task. Starting from scratch is more common than building upon existing solutions. Furthermore, adaptation is difficult, often resulting in poor quality and limited flexibility with regard to user requirements. In order to overcome these problems, we introduce an infrastructure for supporting the development of specific AR interaction techniques and their adaptation to individual user needs. Our approach is threefold: a flexible AR framework providing independence from particular input devices and rendering platforms, an interaction prototyping mechanism allowing for fast prototyping of new interaction techniques, and a high-level user interface description, extending user interface descriptions into the domain of AR. The general usability and applicability of the approach is demonstrated by means of three example AR projects.
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