首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 31 毫秒
1.
2.
This paper presents a method to accelerate algorithms that need a correct and complete visibility ordering of their data for rendering. The technique works by pre‐sorting primitives in object‐space using three lists (one for each axis: X, Y and Z), and then combining the lists using graphics hardware by rendering each list to a texture and merging the textures in the end. We validate our algorithm by applying it to the splatting technique using several types of rendering, including point‐based rendering and volume rendering. We also detail our hardware implementation for volume rendering using point sprites.  相似文献   

3.
We present a real‐time rendering algorithm for inhomogeneous, single scattering media, where all‐frequency shading effects such as glows, light shafts, and volumetric shadows can all be captured. The algorithm first computes source radiance at a small number of sample points in the medium, then interpolates these values at other points in the volume using a gradient‐based scheme that is efficiently applied by sample splatting. The sample points are dynamically determined based on a recursive sample splitting procedure that adapts the number and locations of sample points for accurate and efficient reproduction of shading variations in the medium. The entire pipeline can be easily implemented on the GPU to achieve real‐time performance for dynamic lighting and scenes. Rendering results of our method are shown to be comparable to those from ray tracing.  相似文献   

4.
This paper presents a novel framework for elliptical weighted average (EWA) surface splatting with time‐varying scenes. We extend the theoretical basis of the original framework by replacing the 2D surface reconstruction filters by 3D kernels which unify the spatial and temporal component of moving objects. Based on the newly derived mathematical framework we introduce a rendering algorithm that supports the generation of high‐quality motion blur for point‐based objects using a piecewise linear approximation of the motion. The rendering algorithm applies ellipsoids as rendering primitives which are constructed by extending planar EWA surface splats into the temporal dimension along the instantaneous motion vector. Finally, we present an implementation of the proposed rendering algorithm with approximated occlusion handling using advanced features of modern GPUs and show its capability of producing motion‐blurred result images at interactive frame rates.  相似文献   

5.
Dynamic Sampling and Rendering of Algebraic Point Set Surfaces   总被引:2,自引:0,他引:2  
Algebraic Point Set Surfaces (APSS) define a smooth surface from a set of points using local moving least‐squares (MLS) fitting of algebraic spheres. In this paper we first revisit the spherical fitting problem and provide a new, more generic solution that includes intuitive parameters for curvature control of the fitted spheres. As a second contribution we present a novel real‐time rendering system of such surfaces using a dynamic up‐sampling strategy combined with a conventional splatting algorithm for high quality rendering. Our approach also includes a new view dependent geometric error tailored to efficient and adaptive up‐sampling of the surface. One of the key features of our system is its high degree of flexibility that enables us to achieve high performance even for highly dynamic data or complex models by exploiting temporal coherence at the primitive level. We also address the issue of efficient spatial search data structures with respect to construction, access and GPU friendliness. Finally, we present an efficient parallel GPU implementation of the algorithms and search structures.  相似文献   

6.
We propose a new adaptive algorithm for determining virtual point lights (VPL) in the scope of real‐time instant radiosity methods, which use a limited number of VPLs. The proposed method is based on Metropolis‐Hastings sampling and exhibits better temporal coherence of VPLs, which is particularly important for real‐time applications dealing with dynamic scenes. We evaluate the properties of the proposed method in the context of the algorithm based on imperfect shadow maps and compare it with the commonly used inverse transform method. The results indicate that the proposed technique can significantly reduce the temporal flickering artifacts even for scenes with complex materials and textures. Further, we propose a novel splatting scheme for imperfect shadow maps using hardware tessellation. This scheme significantly improves the rendering performance particularly for complex and deformable scenes. We thoroughly analyze the performance of the proposed techniques on test scenes with detailed materials, moving camera, and deforming geometry.  相似文献   

7.
We present a novel approach to render low resolution point clouds with multiple high resolution textures – the type of data typical from passive vision systems. The low precision, noisy, and sometimes incomplete nature of such data sets is not suitable for existing point-based rendering techniques that are designed to work with high precision and high density point clouds. Our new algorithm – view-dependent textured splatting (VDTS) – combines traditional splatting with a view-dependent texturing strategy to reduce rendering artifacts caused by imprecision or noise in the input data.VDTS requires no pre-processing of input data, addresses texture aliasing, and most importantly, processes texture visibility on-the-fly. The combination of these characteristics makes VDTS well-suited for interactive rendering of dynamic scenes. Towards this end, we present a real-time view acquisition and rendering system to demonstrate the effectiveness of VDTS. In addition, we show that VDTS can produce high quality rendering when the texture images are augmented with per-pixel depth. In this scenario, VDTS is a reasonable alternative for interactive rendering of large CG models.  相似文献   

8.
《Graphical Models》2000,62(4):263-282
Splatting is an object-order volume rendering algorithm that produces images of high quality, and for which several optimization techniques have been proposed. This paper presents new techniques that accelerate splatting algorithms by exploiting both object-space and image-space coherence. In particular, we propose two visibility test methods suitable for octree-based splatting. The first method, based on dynamic image-space range trees, offers an accurate occlusion test and does not trade off image quality. The second method, based on image-space quadtrees, uses an approximate occlusion test that is faster than the first algorithm. Although the approximate visibility test may produce visual artifacts in rendering, the introduced error is usually not found very often. Tests with several datasets of useful sizes and complexities showed considerable speedups with respect to the splatting algorithm enhanced with octree only. Considering that they are very easy to implement, and need little additional memory, our techniques will be used as very effective splatting methods.  相似文献   

9.
Splatting-based rendering techniques are currently the best choice for efficient high-quality rendering of point-based geometries. However, such techniques are not suitable for large magnification, especially when the object is under-sampled. This paper improves the rendering quality of pure splatting techniques using a fast dynamic up-sampling algorithm for point-based geometry. Our algorithm is inspired by interpolatory subdivision surfaces where the geometry is refined iteratively. At each step the refined geometry is that from the previous step enriched by a new set of points. The point insertion procedure uses three operators: a local neighborhood selection operator, a refinement operator (adding new points) and a smoothing operator. Even though our insertion procedure makes the analysis of the limit surface complicated and it does not guarantee its G1 continuity, it remains very efficient for high-quality real-time point rendering. Indeed, while providing an increased rendering quality, especially for large magnification, our algorithm needs no other preprocessing nor any additional information beyond that used by any splatting technique. This extended version (Real-time point cloud refinement, in: Proceedings of Eurographics Symposium on Point-Based Graphic, 2004, pp. 41.) contains details on creases handling and more comparison to other smoothing operators.  相似文献   

10.
We present an efficient point-based isosurface exploration system with high quality rendering. Our system incorporates two point-based isosurface extraction and visualization methods: edge splatting and the edge kernel method. In a volume, two neighboring voxels define an edge. The intersection points between the active edges and the isosurface are used for exact isosurface representation. The point generation is incorporated in the GPU-based hardware-accelerated rendering, thus avoiding any overhead when changing the isovalue in the exploration. We call this method edge splatting. In order to generate high quality isosurface rendering regardless of the volume resolution and the view, we introduce an edge kernel method. The edge kernel upsamples the isosurface by subdividing every active cell of the volume data. Enough sample points are generated to preserve the exact shape of the isosurface defined by the trilinear interpolation of the volume data. By employing these two methods, we can achieve interactive isosurface exploration with high quality rendering.  相似文献   

11.
We address the problem of an efficient image-space reconstruction of adaptively sampled scenes in the context of point-based and line-based graphics. The image-space reconstruction offers an advantageous time complexity compared to surface splatting techniques and, in fact, our improved GPU implementation performs significantly better than splatting implementations for large point-based models. We discuss the integration of elliptical Gaussian weights for enhanced image quality and generalize the image-space reconstruction to line segments. Furthermore, we present solutions for the efficient combination of points, lines, and polygons in a single image.  相似文献   

12.
目的 在实时渲染领域中,立即辐射度算法是用于实时模拟间接光泽反射效果的算法之一。基于立即辐射度的GGX SLC(stochastic light culling)算法中使用符合真实物理定律的GGX BRDF(bidirectional reflectance distribution function)光照模型计算间接光泽反射,计算复杂度很高,并且其计算开销会随着虚拟点光源的数量呈明显的线性增长。为解决上述问题,提出一种更高效的实时间接光泽反射渲染算法。方法 基于数学方法中的线性变换球面分布,将计算复杂度很高的GGX BRDF球面分布近似为一种计算复杂度较低的球面分布,并基于该球面分布提出了在单点光源以及多点光源环境下的基于物理的快速光照模型。该光照模型相比GGX BRDF光照模型具有更低的计算开销。然后基于该光照模型,提出实时间接光泽反射渲染算法,计算虚拟点光源对着色点的辐射强度,结合多点光源光照模型对着色点着色,高效地渲染间接光泽反射效果。结果 实验结果表明,改进后的实时间接光泽反射算法能够以更高的渲染效率实现与GGX SLC算法相似的渲染效果,渲染效率提升了20%~40%,并且场...  相似文献   

13.
We introduce the point-and-edge model for edge-preserving modeling and rendering. Besides a set of surface points, the point-and-edge model also includes edge points representing the sharp edges in the model. The surface points and the sharp edges are relatively independent of each other. We present a feedback algorithm to simplify the point-and-edge model with bounded error based on an edge-preserving clustering method. An efficient constrained splatting method is used to preserve the sharp edges in the rendering, regardless of the surface point density.  相似文献   

14.
In this paper we present a novel image based algorithm to render visually plausible anti‐aliased soft shadows in a robust and efficient manner. To achieve both high visual quality and high performance, it employs an accurate shadow map filtering method which guarantees smooth penumbrae and high quality anisotropic anti‐aliasing of the sharp transitions. Unlike approaches based on pre‐filtering approximations, our approach does not suffer from light bleeding or losing contact shadows. Discretization artefacts are avoided by creating virtual shadow maps on the fly according to a novel shadow map resolution prediction model. This model takes into account the screen space frequency of the penumbrae via a perceptual metric which has been directly established from an appropriate user study. Consequently, our algorithm always generates shadow maps with minimal resolutions enabling high performance while guarantying high quality. Thanks to this perceptual model, our algorithm can sometimes be faster at rendering soft shadows than hard shadows. It can render game‐like scenes at very high frame rates, and extremely large and complex scenes such as CAD models at interactive rates. In addition, our algorithm is highly scalable, and the quality versus performance trade‐off can be easily tweaked.  相似文献   

15.
Modeling and rendering of points with local geometry   总被引:4,自引:0,他引:4  
We present a novel rendering primitive that combines the modeling brevity of points with the rasterization efficiency of polygons. The surface is represented by a sampled collection of Differential Points (DP), each with embedded curvature information that captures the local differential geometry in the vicinity of that point. This is a more general point representation that, for the cost of a few additional bytes, packs much more information per point than the traditional point-based models. This information is used to efficiently render the surface as a collection of local geometries. To use the hardware acceleration, the DPs are quantized into 256 different types and each sampled point is approximated by the closest quantized DP and is rendered as a normal-mapped rectangle. The advantages to this representation are: 1) The surface can be represented more sparsely compared to other point primitives, 2) it achieves a robust hardware accelerated per-pixel shading - even with no connectivity information, and 3) it offers a novel point-based simplification technique that factors in the complexity of the local geometry. The number of primitives being equal, DPs produce a much better quality of rendering than a pure splat-based approach. Visual appearances being similar, DPs are about two times faster and require about 75 percent less disk space in comparison to splatting primitives.  相似文献   

16.
提出一种聚类立即辐射度方法,以实现增强现实等领域需要高度真实感的全局光照算法来实现实时交互的绘制效果要求。为此,改进了传统的立即辐射度方法,将大量的用于表达间接光照的虚拟点光源聚类到少量的虚拟面光源中,并使用实时软阴影算法快速计算可见性。同时,借助图形硬件GPU加速场景绘制。实验结果表明,算法在增强现实环境等领域中支持完全动态场景,且在保证良好视觉效果的前提下获得了实时绘制帧率。  相似文献   

17.
Skinning is a simple yet popular deformation technique combining compact storage with efficient hardware accelerated rendering. While skinned meshes (such as virtual characters) are traditionally created by artists, previous work proposes algorithms to construct skinning automatically from a given vertex animation. However, these methods typically perform well only for a certain class of input sequences and often require long pre‐processing times. We present an algorithm based on iterative coordinate descent optimization which handles arbitrary animations and produces more accurate approximations than previous techniques, while using only standard linear skinning without any modifications or extensions. To overcome the computational complexity associated with the iterative optimization, we work in a suitable linear subspace (obtained by quick approximate dimensionality reduction) and take advantage of the typically very sparse vertex weights. As a result, our method requires about one or two orders of magnitude less pre‐processing time than previous methods.  相似文献   

18.
提出基于平滑粒子流体力学的自由界面流体模拟方法,采用了范德瓦尔斯方程与粒子间短距离排斥力和长距离吸引力作用的表面张力,设计出基于GPU的粒子泼溅算法。渲染算法完全消除了时间离散假象,具有交互式的高质量渲染效果。与传统拉格朗日算法相比,该方法具有简化的表面张力模型,快速的渲染方式,减小了运算的复杂性,有效提高了系统的运行速度。  相似文献   

19.
We present a practical importance‐driven method for GPU‐based final gathering. We take as input a point cloud representing directly illuminated scene geometry; we then project and splat the points to microbuffers, which store each shading pixel's occluded radiance field. We select points for projection based on importance, defined as each point's estimated contribution to a shading pixel. For each selected point, we calculate its splat size adaptively based on its importance value. The main advantage of our method is that it's simple and fast, and provides the capability to incorporate additional importance factors such as glossy reflection paths. We also introduce an image‐space adaptive sampling method, which combines adaptive image subdivision with joint bilateral upsampling to robustly preserve fine details. We have implemented our algorithm on the GPU, providing high‐quality rendering for dynamic scenes at near interactive rates.  相似文献   

20.
We propose an efficient approach for authoring dynamic and realistic waterfall scenes based on an acquired video sequence. Traditional video based techniques generate new images by synthesizing 2D samples, i.e., texture sprites chosen from a video sequence. However, they are limited to one fixed viewpoint and cannot provide arbitrary walkthrough into 3D scenes. Our approach extends this scheme by synthesizing dynamic 2D texture sprites and projecting them into 3D space. We first generate a set of basis texture sprites, which capture the representative appearance and motions of waterfall scenes contained in the video sequence. To model the shape and motion of a new waterfall scene, we interactively construct a set of flow lines taking account of physical principles. Along each flow line, the basis texture sprites are manipulated and animated dynamically, yielding a sequence of dynamic texture sprites in 3D space. These texture sprites are displayed using the point splatting technique, which can be accelerated efficiently by graphics hardware. By choosing varied basis texture sprites, waterfall scenes with different appearance and shapes can be conveniently simulated. The experimental results demonstrate that our approach achieves realistic effects and real‐time frame rates on consumer PC platforms. Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号