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1.
设计和实现了GPU上基于流的光线跟踪算法,采用一种基于线索二叉树的KD-Tree结构组织场景,避免了传统KD-Tree结构在遍历场景时在堆栈上的开销。算法在组织复杂场景上,优于利用传统KD-Tree和均匀剖分结构加速场景遍历的方法,在普通PC上实现了光线跟踪的快速渲染。  相似文献   

2.
随着图形处理器性能的提高及其可编程特性的发展,图形处理流水线的某些处理阶段和图形算法逐渐从CPU向GPU转移。文章介绍了可编程图形硬件基础,分析了基于GPU的光线跟踪技术的实现原理。设计的6个实验场景所包含的三角形面片数,从2016个到60960个成复杂度递增,在3种不同分辨率下,分别实现GPU和CPU的光线跟踪绘制。对实验结果比较、分析后,得到了GPU加速的光线跟踪技术的特点。  相似文献   

3.
基于光线追踪,将屏幕图像像素分解为投射光线与场景对象交点面片辐射亮度和 纹理贴图的合成,每个面片的辐射亮度计算基于双向反射分布函数(BRDF)基的线性组合,并通 过图形处理器(GPU)处理核心并行绘制进行加速,最后与并行计算的纹理映射结果进行合成。 提出了一种基于BRDF 和GPU 并行计算的全局光照实时渲染算法,利用GPU 并行加速,在提 高绘制效率的前提下,实现动态交互材质的全局光照实时渲染。重点研究:对象表面对光线的 多次反射用BRDF 基的线性组合来表示,将非线性问题转换为线性问题,从而提高绘制效率; 利用GPU 并行加速,分别计算对象表面光辐射能量和纹理映射及其线性组合,进一步提高计算 效率满足实时绘制需求。  相似文献   

4.
GPU实时构建四叉树的快速地形渲染算法   总被引:3,自引:0,他引:3  
针对传统四叉树场景渲染CPU占用率高、带宽开销大的缺陷,提出一种适合于GPU实现的四叉树场景分割和渲染算法.利用纹理和像素着色器实时构建四叉树,使用几何着色器实现GPU对四叉树的遍历和场景分割;针对已有的动态构建算法中裂缝消除算法难以用GPU实现的缺点,通过在四叉树构建中引入"过渡集"的概念,有效地消除了不同分辨率层次之间可能出现的裂缝.实验结果证明,与传统的动态构建算法相比,文中算法易于GPU实现,无需CPU干预,并降低了带宽开销,可以达到较高的帧速率.  相似文献   

5.
在三维场景仿真过程中,为了实现真实的光影效果,通常采用光线追踪法对场景进行渲染。光线追踪算法的核心过程是光线与场景中的片元进行相交测试,而对于一个复杂的场景,该过程计算量非常大。为了改善光线追踪算法的计算速度问题,实现一种基于CUDA(Compute Unified Device Architecture)的光线追踪算法。该算法利用GPU的并行处理能力同时结合KD-Tree加速相交测试过程,最终提高仿真场景的渲染速度。通过实验表明,该算法的KD-Tree创建性能相比传统方法提升约20%,光线追踪性能提升约6倍。  相似文献   

6.
为了加速对雷达系统的计算机仿真模拟,提出一种基于kD-tree的GPU并行加速算法.采用CUDA实现了多种kD-tree的并行遍历算法,并对这些遍历算法性能进行比较分析,从中筛选出了最适合在GPU上进行雷达模拟加速的Shortstack-kD算法.实验结果表明,Shortstack-kD算法不仅对不同种类的场景都能带来明显的效率提升,还可以根据场景的不同情况控制Shortstack-kD的栈长度,以达到算法的最高性能和最大灵活性;在CPU上进行建树的过程中还针对雷达模拟的应用需求进行了优化.  相似文献   

7.
GPU在实时阴影绘制中的应用   总被引:1,自引:1,他引:0  
实时阴影在增强三维场景真实感方面起着非常重要的作用。阴影体算法是实时阴影绘制中效果非常理想的一种方法。但是随着场景复杂度的增加,该算法计算量比较大,将导致绘制效率的降低。另一方面,随着可编程GPU技术的发展,GPU的渲染速度远远大于CPU,为提高三维场景的渲染效率提供了更大的空间。在此基础上,介绍了一种在GPU上生成阴影体的方法,加速实时阴影绘制。利用图形硬件的图形处理单元(GPU)的运算能力和可编程性,将生成阴影体的大量计算从CPU转移到GPU,从而有效地提高实时阴影的绘制效率。  相似文献   

8.
CPU-GPU混合平台上动态场景光线跟踪的研究   总被引:1,自引:0,他引:1  
张健  焦良葆  陈瑞 《计算机工程与应用》2012,48(21):151-154,159
提出了一种动态场景光线跟踪新方法,能有效地调度CPU和GPU的运行,提高渲染速度。根据加速结构kd-tree的特点,将其分成上层部分和下层部分,上层部分由于并行性较小,由CPU创建;而下层部分并行性较大,由GPU创建,提高动态场景加速结构的创建速度。同时充分利用CPU和GPU两个运算平台的特点,有效调度两者的运行,隐藏部分运算时间,进一步提高动态场景的渲染速度。实验结果表明,在安装了GeForce285GTX的PC机上,高真实感地交互渲染了包含11k三角面片的Kitchen动态场景。  相似文献   

9.
基于CUDA海量空间数据实时体绘制研究   总被引:1,自引:0,他引:1  
针对海量空间科学数据的精细及实时三维绘制需求,提出并实现了一种基于CUDA语言的并行化光线投射体绘制加速算法,利用传统体绘制算法中光线投射法的可并行特点和GPU中高速的纹理查询的优点,通过一个实际坐标到纹理坐标的转换函数实现了对不规则采样数据的准确采样,并完成了绘制算法的CUDA并行化改造,通过CUDA语言利用GPU强大的并行计算能力实现了对海量空间数据的实时三维光线投射绘制.  相似文献   

10.
袁斌 《图学学报》2010,31(3):76
计算机图形硬件技术的快速发展可以用来加速可视化过程,为此针对非均匀直线网格,给出了基于均匀辅助网格的CPU光线投射算法、基于辅助纹理的GPU光线投射算法,以及基于切片的3D纹理体绘制算法,并在Nvidia Geforce 6800GT图形卡上对这些算法进行了测试。结果表明,GPU算法远远快于CPU算法,而基于切片的3D纹理体绘制算法则快于GPU光线投射算法。  相似文献   

11.
Abstract This paper describes an approach to the design of interactive multimedia materials being developed in a European Community project. The developmental process is seen as a dialogue between technologists and teachers. This dialogue is often problematic because of the differences in training, experience and culture between them. Conditions needed for fruitful dialogue are described and the generic model for learning design used in the project is explained.  相似文献   

12.
European Community policy and the market   总被引:1,自引:0,他引:1  
Abstract This paper starts with some reflections on the policy considerations and priorities which are shaping European Commission (EC) research programmes. Then it attempts to position the current projects which seek to capitalise on information and communications technologies for learning in relation to these priorities and the apparent realities of the marketplace. It concludes that while there are grounds to be optimistic about the contribution EC programmes can make to the efficiency and standard of education and training, they are still too technology driven.  相似文献   

13.
融合集成方法已经广泛应用在模式识别领域,然而一些基分类器实时性能稳定性较差,导致多分类器融合性能差,针对上述问题本文提出了一种新的基于多分类器的子融合集成分类器系统。该方法考虑在度量层融合层次之上通过对各类基多分类器进行动态选择,票数最多的类别作为融合系统中对特征向量识别的类别,构成一种新的自适应子融合集成分类器方法。实验表明,该方法比传统的分类器以及分类融合方法识别准确率明显更高,具有更好的鲁棒性。  相似文献   

14.
Development of software intensive systems (systems) in practice involves a series of self-contained phases for the lifecycle of a system. Semantic and temporal gaps, which occur among phases and among developer disciplines within and across phases, hinder the ongoing development of a system because of the interdependencies among phases and among disciplines. Such gaps are magnified among systems that are developed at different times by different development teams, which may limit reuse of artifacts of systems development and interoperability among the systems. This article discusses such gaps and a systems development process for avoiding them.  相似文献   

15.
This paper presents control charts models and the necessary simulation software for the location of economic values of the control parameters. The simulation program is written in FORTRAN, requires only 10K of main storage, and can run on most mini and micro computers. Two models are presented - one describes the process when it is operating at full capacity and the other when the process is operating under capacity. The models allow the product quality to deteriorate to a further level before an existing out-of-control state is detected, and they can also be used in situations where no prior knowledge exists of the out-of-control causes and the resulting proportion defectives.  相似文献   

16.
Going through a few examples of robot artists who are recognized worldwide, we try to analyze the deepest meaning of what is called “robot art” and the related art field definition. We also try to highlight its well-marked borders, such as kinetic sculptures, kinetic art, cyber art, and cyberpunk. A brief excursion into the importance of the context, the message, and its semiotics is also provided, case by case, together with a few hints on the history of this discipline in the light of an artistic perspective. Therefore, the aim of this article is to try to summarize the main characteristics that might classify robot art as a unique and innovative discipline, and to track down some of the principles by which a robotic artifact can or cannot be considered an art piece in terms of social, cultural, and strictly artistic interest. This work was presented in part at the 13th International Symposium on Artificial Life and Robotics, Oita, Japan, January 31–February 2, 2008  相似文献   

17.
Although there are many arguments that logic is an appropriate tool for artificial intelligence, there has been a perceived problem with the monotonicity of classical logic. This paper elaborates on the idea that reasoning should be viewed as theory formation where logic tells us the consequences of our assumptions. The two activities of predicting what is expected to be true and explaining observations are considered in a simple theory formation framework. Properties of each activity are discussed, along with a number of proposals as to what should be predicted or accepted as reasonable explanations. An architecture is proposed to combine explanation and prediction into one coherent framework. Algorithms used to implement the system as well as examples from a running implementation are given.  相似文献   

18.
This paper provides the author's personal views and perspectives on software process improvement. Starting with his first work on technology assessment in IBM over 20 years ago, Watts Humphrey describes the process improvement work he has been directly involved in. This includes the development of the early process assessment methods, the original design of the CMM, and the introduction of the Personal Software Process (PSP)SM and Team Software Process (TSP){SM}. In addition to describing the original motivation for this work, the author also reviews many of the problems he and his associates encountered and why they solved them the way they did. He also comments on the outstanding issues and likely directions for future work. Finally, this work has built on the experiences and contributions of many people. Mr. Humphrey only describes work that he was personally involved in and he names many of the key contributors. However, so many people have been involved in this work that a full list of the important participants would be impractical.  相似文献   

19.
基于复小波噪声方差显著修正的SAR图像去噪   总被引:4,自引:1,他引:3  
提出了一种基于复小波域统计建模与噪声方差估计显著性修正相结合的合成孔径雷达(Synthetic Aperture Radar,SAR)图像斑点噪声滤波方法。该方法首先通过对数变换将乘性噪声模型转化为加性噪声模型,然后对变换后的图像进行双树复小波变换(Dualtree Complex Wavelet Transform,DCWT),并对复数小波系数的统计分布进行建模。在此先验分布的基础上,通过运用贝叶斯估计方法从含噪系数中恢复原始系数,达到滤除噪声的目的。实验结果表明该方法在去除噪声的同时保留了图像的细节信息,取得了很好的降噪效果。  相似文献   

20.
Abstract  This paper considers some results of a study designed to investigate the kinds of mathematical activity undertaken by children (aged between 8 and 11) as they learned to program in LOGO. A model of learning modes is proposed, which attempts to describe the ways in which children used and acquired understanding of the programming/mathematical concepts involved. The remainder of the paper is concerned with discussing the validity and limitations of the model, and its implications for further research and curriculum development.  相似文献   

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