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1.
Most popular methods in cloth rendering rely on volumetric data in order to model complex optical phenomena such as sub‐surface scattering. These approaches are able to produce very realistic illumination results, but their volumetric representations are costly to compute and render, forfeiting any interactive feedback. In this paper, we introduce a method based on the Graphics Processing Unit (GPU) for voxelization and visualization, suitable for both interactive and offline rendering. Recent features in the OpenGL model, like the ability to dynamically address arbitrary buffers and allocate bindless textures, are combined into our pipeline to interactively voxelize millions of polygons into a set of large three‐dimensional (3D) textures (>109 elements), generating a volume with sub‐voxel accuracy, which is suitable even for high‐density woven cloth such as linen.  相似文献   

2.
This paper presents a new approach for the voxelization of volumetric scene graphs. The algorithm generates slices of each primitive intended to be voxelized using an FPGA based pixel processor. The Blist representation is used for the volume scene tree which reduces storage requirement for each voxel to the log(H+1) bits. The most important advantage of this voxelization algorithm is that any volume scene tree expression can be evaluated without using any computation or stack. Also the algorithm is not object specific, i.e. the same algorithm can be used for the voxelization of different types of objects (convex and concave objects, polygons, lines and surfaces).  相似文献   

3.
We introduce an image‐based representation, called volumetric billboards, allowing for the real‐time rendering of semi‐transparent and visually complex objects arbitrarily distributed in a 3D scene. Our representation offers full parallax effect from any viewing direction and improved anti‐aliasing of distant objects. It correctly handles transparency between multiple and possibly overlapping objects without requiring any primitive sorting. Furthermore, volumetric billboards can be easily integrated into common rasterization‐based renderers, which allows for their concurrent use with polygonal models and standard rendering techniques such as shadow‐mapping. The representation is based on volumetric images of the objects and on a dedicated real‐time volume rendering algorithm that takes advantage of the GPU geometry shader. Our examples demonstrate the applicability of the method in many cases including levels‐of‐detail representation for multiple intersecting complex objects, volumetric textures, animated objects and construction of high‐resolution objects by assembling instances of low‐resolution volumetric billboards.  相似文献   

4.
提出一种完全基于GPU的更准确的折射绘制算法.该算法不需要任何预计算,可直接绘制基于网格表示的复杂物体,能交互式地绘制动态可变形物体的多次折射和全反射现象;通过在正投影空间上进行光线与物体的求交运算来跟踪光线穿过物体的准确路径(包括折射及全反射路径),可以生成真实感很强的折射及全反射图像.最后通过在光线传播路径上使用体绘制中的散射和吸收模型来模拟半透明物体的真实感绘制.  相似文献   

5.
彩色体三维显示系统上基于GPU的实时均匀体素化算法   总被引:1,自引:0,他引:1  
为了使基于旋转屏的彩色体三维显示设备在显示动态场景时实时且高分辨率、高质量地实现圆柱体空间彩色体素化,提出了一种基于GPU的算法.首先在长方体空间内完成对三维场景的实时彩色体素化,将生成的数据保存于多张纹理工作表中;然后采取多对多映射的方法对这些工作表进行重采样,得到该场景在圆柱体空间内均匀的彩色体素化结果.实验结果表明,该算法在GPU内完成,达到了实时性要求,并在基于LED旋转屏的体三维显示设备上获得了令人满意的三维虚拟场景再现效果.  相似文献   

6.
Voxelization is the transformation of geometric surfaces into voxels. Up to date this process has been done essentially using incremental algorithms. Incremental algorithms have the reputation of being efficient but they lack an important property: robustness. The voxelized representation should envelop its continuous model. However, without robust methods this cannot be guaranteed. This article describes novel techniques of robust voxelization and visualization of implicit surfaces. First of all our recursive subdivision voxelization algorithm is reviewed. This algorithm was initially inspired by Duff's image space subdivision method. Then, we explain the algorithm to voxelize implicit surfaces defined in spherical or cylindrical coordinates. Next, we show a new technique to produce infinite replications of implicit objects and their voxelization method. Afterward, we comment on the parallelization of our voxelization procedure. Finally we present our voxel visualization algorithm based on point display. Our voxelization algorithms can be used with any data structure, thanks to the fact that a voxel is only stored once the last subdivision level is reached. We emphasize the use of the octree, though, because it is a convenient way to store the discrete model hierarchically. In a hierarchy the discrete model refinement is simple and possible from any previous voxelized scene thanks to the fact that the voxelization algorithms are robust.  相似文献   

7.
针对图像空间绘制技术中可见性积分的计算不能达到实时,并且无法捕捉由面光源上辐射度变化引起的着色点亮度变化这两个问题,提出了一种基于自适应的空间划分技术的、在图像空间中对动态面光源效果进行绘制的方法.该方法将场景中的物体根据深度及分布情况,自适应地划分为非均匀的体素,同时构建场景中深度和法向变化量的多级纹理,并利用存储在这些体素和纹理中的信息对着色点进行快速的可见性积分和相应的光照度计算.  相似文献   

8.
We present a new approach for computing the voxelized Minkowski sum (excluding any enclosed voids) of two polyhedral objects using programmable Graphics Processing Units (GPUs). We first cull out surface primitives that will not contribute to the final boundary of the Minkowski sum, analyzing and adaptively bounding the rounding errors of the culling algorithm to solve the floating point error problem. The remaining surface primitives are then rendered to depth textures along six orthogonal directions to generate an initial solid voxelization of the Minkowski sum. Finally we employ fast flood fill to find all the outside voxels. We generate both solid and surface voxelizations of Minkowski sums without enclosed voids and support high volumetric resolution of 10243 with low video memory cost. The whole algorithm runs on the GPU and is at least one order of magnitude faster than existing boundary representation (B-rep) based algorithms. It avoids the large number of 3D Boolean operations needed in most existing algorithms and is easy to implement. The voxelized Minkowski sums can be used in a variety of applications including motion planning and penetration depth computation.  相似文献   

9.
Indirect illumination is an important element for realistic image synthesis, but its computation is expensive and highly dependent on the complexity of the scene and of the BRDF of the involved surfaces. While off‐line computation and pre‐baking can be acceptable for some cases, many applications (games, simulators, etc.) require real‐time or interactive approaches to evaluate indirect illumination. We present a novel algorithm to compute indirect lighting in real‐time that avoids costly precomputation steps and is not restricted to low‐frequency illumination. It is based on a hierarchical voxel octree representation generated and updated on the fly from a regular scene mesh coupled with an approximate voxel cone tracing that allows for a fast estimation of the visibility and incoming energy. Our approach can manage two light bounces for both Lambertian and glossy materials at interactive framerates (25–70FPS). It exhibits an almost scene‐independent performance and can handle complex scenes with dynamic content thanks to an interactive octree‐voxelization scheme. In addition, we demonstrate that our voxel cone tracing can be used to efficiently estimate Ambient Occlusion.  相似文献   

10.
3D line voxelization and connectivity control   总被引:5,自引:0,他引:5  
Voxelization algorithms that convert a 3D continuous line representation into a discrete line representation have a dual role in graphics. First, these algorithms synthesize voxel-based objects in volume graphics. The 3D line itself is a fundamental primitive, also used as a building block for voxelizing more complex objects. For example, sweeping a 3D voxelized line along a 3D voxelized circle generates a voxelized cylinder. The second application of 3D line voxelization algorithms is for ray traversal in voxel space. Rendering techniques that cast rays through a volume of voxels are based on algorithms that generate the set of voxels visited (or pierced) by the continuous ray. Discrete ray algorithms have been developed for traversing a 3D space partition or a 3D array of sampled or computed data. These algorithms produce one discrete point per step, in contrast to ray casting algorithms for volume rendering, which track a continuous ray at constant intervals, and to voxelization algorithms that generate nonbinary voxel values (for example, partial occupancies). Before considering algorithms for generating discrete lines, we introduce the topology and geometry of discrete lines  相似文献   

11.
Existing solid texture synthesis algorithms generate a full volume of color content from a set of 2D example images. We introduce a new algorithm with the unique ability to restrict synthesis to a subset of the voxels, while enforcing spatial determinism. This is especially useful when texturing objects, since only a thick layer around the surface needs to be synthesized. A major difficulty lies in reducing the dependency chain of neighborhood matching, so that each voxel only depends on a small number of other voxels. Our key idea is to synthesize a volume from a set of pre‐computed 3D candidates, each being a triple of interleaved 2D neighborhoods. We present an efficient algorithm to carefully select in a pre‐process only those candidates forming consistent triples. This significantly reduces the search space during subsequent synthesis. The result is a new parallel, spatially deterministic solid texture synthesis algorithm which runs efficiently on the GPU. Our approach generates high resolution solid textures on surfaces within seconds. Memory usage and synthesis time only depend on the output textured surface area. The GPU implementation of our method rapidly synthesizes new textures for the surfaces appearing when interactively breaking or cutting objects.  相似文献   

12.
Efficient intersection queries are important for ray tracing. However, building and maintaining the acceleration structures is demanding, especially for fully dynamic scenes. In this paper, we propose a quantized intersection framework based on compact voxels to quantize the intersection as an approximation. With high‐resolution voxels, the scene geometry can be well represented, which enables more accurate simulation of global illumination, such as detailed glossy reflections. In terms of memory usage in our graphics processing unit implementation, voxels are binarized and compactly encoded in a few 2D textures. We evaluate the rendering quality at various voxel resolutions. Empirically, high‐fidelity rendering can be achieved at the voxel resolution of 1 K3 or above, which produces images very similar to those of ray tracing. Moreover, we demonstrate the feasibility of our framework for various illumination effects with several applications, including first‐bounce indirect illumination, glossy refraction, path tracing, direct illumination, and ambient occlusion.  相似文献   

13.
An application may have to load an unknown 3D model and, for enhanced realistic rendering, precompute values over the surface domain, such as light maps, ambient occlusion, or other global-illumination parameters. High-quality uv-unwrapping has several problems, such as seams, distortions, and wasted texture space. Additionally, procedurally generated scene content, perhaps on the fly, can make manual uv unwrapping impossible. Even when artist manipulation is feasible, good uv layouts can require expertise and be highly labor intensive. This paper investigates how to use Sparse Voxel DAGs (or DAGs for short) as one alternative to avoid uv mapping. The result is an algorithm enabling high compression ratios of both voxel structure and colors, which can be important for a baked scene to fit in GPU memory. Specifically, we enable practical usage for an automatic system by targeting efficient real-time mipmap filtering using compressed textures and adding support for individual mesh voxelizations and resolutions in the same DAG. Furthermore, the latter increases the texture-compression ratios by up to 32% compared to using one global voxelization, DAG compression by 10 – 15% compared to using a DAG per mesh, and reduces color-bleeding problems for large mipmap filter sizes. The voxel-filtering is more costly than standard hardware 2D-texture filtering. However, for full HD with deferred shading, it is optimized down to 2.5 ± 0.5 ms for a custom multisampling filtering (e.g., targeted for minification of low-frequency textures) and 5 ± 2 ms for quad-linear mipmap filtering (e.g., for high-frequency textures). Multiple textures sharing voxelization can amortize the majority of this cost. Hence, these numbers involve 1–3 textures per pixel (Fig. 1c).  相似文献   

14.
提出基于GPU编程的真实感水面的优化实时渲染算法。介绍了各种水面渲染需要使用到的图形,数学处理技术。通过固定的顶点流实现了水波建模,凹凸映射贴图和纹理混合,水面的反射和折射等多种特效,并使用可编程流水线的补色渲染完成最后的水面绘制。实验证明该方法可以很好地模拟真实水面的渲染要求,可以满足3D游戏和动画中对水面渲染的需要。  相似文献   

15.
目的 目前,点云、栅格格网及不规则三角网等建筑物检测中常用的离散机载激光雷达(LIDAR)点云数据表达方式存在模型表达复杂、算法开发困难、结果表达不准确及难以表达多返回数据等缺点。为此,针对LIDAR点云体元结构模型构建及在此基础上的建筑物检测展开研究,提出一种基于体元的建筑物检测算法。方法 首先将点云数据规则化为二值(即1、0值,分别表示体元中是否包含有激光点)3D体元结构。然后利用3D滤波算法将上述体元结构中表征数据点的体元分类为地面和非地面体元。最后,依据建筑物边缘的接近直线、跳变特性从非地面体元中搜寻建筑物边缘作为种子体元进而标记与其3D连通的非地面体元集合为建筑物体元。结果 实验基于ISPRS(international society for photogrammetry and remote sensing)提供的包含了不同的建筑物类型的城区LIDAR点云数据测试了"邻域尺度"参数的敏感性及提出算法的精度。定量评价的结果表明:56邻域为最佳邻域尺度;建筑物的检测质量可达到95%以上——平均完整度可达到95.61%、平均正确率可达95.97%。定性评价的结果表明:对大型、密集、不规则形状、高低混合及其他屋顶类型比较特殊的复杂建筑物均可成功检测。结论 本文提出的建筑物检测算法采用基于体元空间邻域关系的搜索标记方式,可有效实现对各类建筑目标特别是城市建筑目标的检测,检测结果易于建模3D建筑物模型。  相似文献   

16.
针对大规模场景的全局光照渲染往往因为计算量过大而无法满足实时性要求的问题进行了研究,提出一种高性能的体素圆锥追踪(VCT)全局光照算法。算法包括:a)在体素化阶段,提出一种新型的场景光照信息表示级联体素纹理结构,该结构极大地减少了存储场景的内存消耗而且具有各向异性,在处理大规模场景时具有速度快、质量高的优势;b)在光照计算阶段,基于级联体素纹理结构提出一种改进的圆锥追踪滤波器,能够提高光照注入和反射光计算的效率;c)改进场景的体素化更新策略进一步提高了算法的运行时帧率。实验证明,本算法在降低内存占用空间和提高速度方面均远优于原VCT算法,满足了大规模场景中全局光照计算的实时性要求。  相似文献   

17.
目前GPU计算能力让kD-Tree划分实时场景光线追踪并行算法的执行变得更具有可行性。图像处理器(GPU)高效应用于多边形的渲染,GPU内部单元的可编程性已经让其广泛应用于多边形渲染以外的领域。本文详细描述使用OpenCL的kD-Tree遍历算法,对运算占主要部分的相交测试作出改进,同时提高了GPU计算能力与存储器的利用率,从而提升了光线追踪算法效率。  相似文献   

18.
We propose a method for converting a single image of a transparent object into multi-view photo that enables users observing the object from multiple new angles, without inputting any 3D shape. The complex light paths formed by refraction and reflection makes it challenging to compute the lighting effects of transparent objects from a new angle. We construct an encoder–decoder network for normal reconstruction and texture extraction, which enables synthesizing novel views of transparent object from a set of new views and new environment maps using only one RGB image. By simultaneously considering the optical transmission and perspective variation, our network learns the characteristics of optical transmission and the change of perspective as guidance to the conversion from RGB colours to surface normals. A texture extraction subnetwork is proposed to alleviate the contour loss phenomenon during normal map generation. We test our method using 3D objects within and without our training data, including real 3D objects that exists in our lab, and completely new environment maps that we take using our phones. The results show that our method performs better on view synthesis of transparent objects in complex scenes using only a single-view image.  相似文献   

19.
基于GPU带有复杂边界的三维实时流体模拟   总被引:27,自引:0,他引:27       下载免费PDF全文
在GPU(graphics processing unit)上求解了复杂场景中的三维流动问题,充分利用了GPU并行能力以加速计算.与前人的方法不同,该方法对于边界条件的处理更为通用.首先,通过在图像空间生成实心的剖切截面构成整个障碍物信息图,算法使得流体计算与整个几何场景的复杂度无关,通过对各体素进行分类并结合边界条件,根据障碍物形成修正因子来修改对应的值;另外,采用更为紧凑的数据格式,以充分利用硬件的并行性.通过将所有标量的运算压缩到纹元的4个颜色通道并结合平铺三维纹理,减少了三维流场计算所需要的绘制次数.实验结果显示出算法的有效性和高效率.该算法可以实时计算并显示一个采用中等规模离散的复杂场景.  相似文献   

20.
提出基于GPU编程的真实感水面的优化实时渲染算法。介绍了各种水面渲染需要使用到的图形,数学处理技术。通过固定的顶点流实现了水波建模,凹凸映射贴图和纹理混合,水面的反射和折射等多种特效,并使用可编程流水线的补色渲染完成最后的水面绘制。实验证明该方法可以很好地模拟真实水面的渲染要求,可以满足3D游戏和动画中对水面渲染的需要。  相似文献   

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