The Experts below are selected from a list of 2037 Experts worldwide ranked by ideXlab platform

Magnus Andersson - One of the best experts on this subject based on the ideXlab platform.

  • Algorithmic Improvements for Stochastic Rasterization & Depth Buffering
    2015
    Co-Authors: Magnus Andersson
    Abstract:

    The field of computer graphics refers to the use of computers to generate realistic-looking images from virtual scenes. Graphics processing units use an algorithm known as rasterization to compute images of scenes viewed from a virtual camera. The commonly used pinhole camera model does not account for the imperfections that stem from the physical limitations in real-world cameras. This includes, for example, motion and defocus blur. These two phenomena can be captured using stochastic rasterization, which is an algorithm that extends upon conventional rasterization by being able to handle moving and out-of-focus objects. Using this approach, the virtual scene is sampled at different instances in time and using different paths through the camera lens system. Alas, the extended functionality comes at a higher computational cost and consumes much more memory bandwidth. Much of the increased bandwidth usage is due to the increase in traffic to the Depth buffer. The focus of the six papers included in this thesis is threefold. First, we have explored ways to reduce the high memory bandwidth consumption inherent in Depth Buffering, targeting both conventional and stochastic rasterization. We have evaluated a number of hardware changes, including novel compression schemes and cache improvements, which efficiently reduce memory bandwidth usage. We also propose a hardware friendly algorithm which reduces the pressure on the Depth Buffering system by culling unnecessary work early in the pipeline. Second, we propose an algorithm to reduce shading computations for stochastic rasterization. In our approach, we decouple shading and visibility determination into two separate passes. The surface color is sparsely evaluated in the first pass and can be efficiently used in the second pass, when rendering from the camera. The two-pass approach allows us to adaptively adjust the shading rate based on the amount of blur resulting from motion and defocus effects, which greatly reduces rendering times. Third, we propose a real-time algorithm for rendering shadows cast by objects in motion. Due to the complicated interplay between moving objects, moving light sources, and a moving camera, rendering motion blurred shadows is an especially difficult problem. Using our algorithm, high quality, smooth shadows can be achieved on conventional graphics processors. Collectively, I believe that our research is a significant step forward for rendering scenes with motion and/or defocus blur, both in terms of quality and performance.

  • algorithmic improvements for stochastic rasterization Depth Buffering
    2015
    Co-Authors: Magnus Andersson
    Abstract:

    The field of computer graphics refers to the use of computers to generate realistic-looking images from virtual scenes. Graphics processing units use an algorithm known as rasterization to compute images of scenes viewed from a virtual camera. The commonly used pinhole camera model does not account for the imperfections that stem from the physical limitations in real-world cameras. This includes, for example, motion and defocus blur. These two phenomena can be captured using stochastic rasterization, which is an algorithm that extends upon conventional rasterization by being able to handle moving and out-of-focus objects. Using this approach, the virtual scene is sampled at different instances in time and using different paths through the camera lens system. Alas, the extended functionality comes at a higher computational cost and consumes much more memory bandwidth. Much of the increased bandwidth usage is due to the increase in traffic to the Depth buffer. The focus of the six papers included in this thesis is threefold. First, we have explored ways to reduce the high memory bandwidth consumption inherent in Depth Buffering, targeting both conventional and stochastic rasterization. We have evaluated a number of hardware changes, including novel compression schemes and cache improvements, which efficiently reduce memory bandwidth usage. We also propose a hardware friendly algorithm which reduces the pressure on the Depth Buffering system by culling unnecessary work early in the pipeline. Second, we propose an algorithm to reduce shading computations for stochastic rasterization. In our approach, we decouple shading and visibility determination into two separate passes. The surface color is sparsely evaluated in the first pass and can be efficiently used in the second pass, when rendering from the camera. The two-pass approach allows us to adaptively adjust the shading rate based on the amount of blur resulting from motion and defocus effects, which greatly reduces rendering times. Third, we propose a real-time algorithm for rendering shadows cast by objects in motion. Due to the complicated interplay between moving objects, moving light sources, and a moving camera, rendering motion blurred shadows is an especially difficult problem. Using our algorithm, high quality, smooth shadows can be achieved on conventional graphics processors. Collectively, I believe that our research is a significant step forward for rendering scenes with motion and/or defocus blur, both in terms of quality and performance.

Ron Kikinis - One of the best experts on this subject based on the ideXlab platform.

  • fast re rendering of volume and surface graphics by Depth color and opacity Buffering
    Medical Image Analysis, 2000
    Co-Authors: Abhir Bhalerao, Hanspeter Pfister, Michael Halle, Ron Kikinis
    Abstract:

    A method for quickly re-rendering volume data consisting of several distinct materials and intermixed with moving geometry is presented. The technique works by storing Depth, color and opacity information, to a given approximation, which facilitates accelerated rendering of fixed views at moderate storage overhead without re-scanning the entire volume. Storage information in the ray direction (what we have called super-z Depth Buffering), allows rapid transparency and color changes of materials, position changes of sub-objects, dealing explicitly with regions of overlap, and the intermixing or separately rendered geometry. The rendering quality can be traded-off against the relative storage cost and we present an empirical analysis of output error together with typical figures for its storage complexity. The method has been applied to visualization of medical image data for surgical planning and guidance, and presented results include typical clinical data. We discuss the implications of our method for haptic (or tactile) rendering systems, such as for surgical simulation, and present preliminary results of rendering polygonal objects in the volume rendered scene.

éandré Lamothe - One of the best experts on this subject based on the ideXlab platform.

  • Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization
    2003
    Co-Authors: éandré Lamothe
    Abstract:

    Introduction. I. INTRODUCTION TO 3D GAME PROGRAMMING. 1. Getting Started with 3D Game Programming. A Brief Introduction. The Elements of a 2D/3D Game. General Game Programming Guidelines. Using Tools. A Sample 3D Game: Raiders 3D. Summary. Chapter 2 - A Crash Course in Windows and DirectX. The Win32 Programming Model. The Bare Minimum for a Windows Program. A Basic Windows Application. DirectX and COM Crash Course. Flash Introduction to COM. Summary. 2. 3D Game Programming with a Virtual Computer. Introduction to the Virtual Computer Interface. Building the Virtual Computer Interface. The T3DLIB Game Console. The T3DLIB1 Library. The T3DLIB2 DirectX Input System. The T3DLIB3 Sound and Music Library. The DirectMusic API Rapper. Building the Final T3D Game Console. Sample T3LIB Applications. Summary. II. 3D MATH AND TRANSFORMATION. 4. It's a Math, Math, Math World-Trigonometry, Vectors, Matrices, and Quaternions. Mathematical Notation. 2D Coordinate Systems. 3D Coordinate Systems. 3D Cylindrical Coordinates. 3D Spherical Coordinates. Trigonometry. Vectors. Matrices and Linear Algebra. Computing the Inverse and Solving Systems. Basic Geometric Entities. Lines in 3D Space. Using Parametric Equations. Introduction to Quaternions. Basic Calculus. Summary. 5. Building a Math Engine. Brief Overview of the Math Engine. Data Structures and Types. Math Constants. Macros and Inline Functions. Prototypes. Globals. Math Engine API Listing. Floating-Point Unit Math Primer. Notes on Using the Math Engine. Comments on Math Optimization. Summary. 6. Introduction to 3D Graphics. 3D Engine Philosophy. The Structure of a 3D Game Engine. 3D Coordinate Systems. Basic 3D Data Structures. 3D Tools. Loading Data from the Outside World. Basic Rigid Transformations and Animation. Review of the Viewing Pipeline. Types of 3D Engines. Integrating Everything into a Final Engine. Summary. 7. Rendering Wireframe Worlds in 3D. General Wireframe Engine Architecture. Writing a 3D File Loader. Building the 3D Pipeline. Rendering a 3D World. 3D Demos. Summary. III. BASIC 3D RENDERING. 8. Basic Lighting and Solid Modeling. Basic Lighting Models for Computer Graphics. Lighting and Rasterizing Triangles. Shading in the Real World. Depth Sorting and the Painter's Algorithm. Working with New Model Formats. 3D Modeling Tools Review. Summary. 9. Interpolative Shading Techniques and Affine Texture Mapping. The New T3D Engine Features. Upgrading the T3D Data Structures and Design. Rewriting the Object Loaders. Polygon Rasterization Review. Implementing Gouraud Shading. Basic Sampling Theory. Updating the Lighting/Rasterization Engine for Textures. Final Thoughts on Optimization Strategies for 8- and 16-Bit Modes. Final Demos. Summary. 10. Clipping in 3D++. Introduction to Clipping. Theoretical Coverage of Clipping Algorithms. Practical View Frustrum Clipping. A Little Fun with Terrain. Summary. 11. Depth Buffering and Visibility. Introduction to Depth Buffering and Visibility. Z-Buffering Basics. Creating the Z-Buffer System. Possible Z-Buffer Optimizations. Problems with the Z-Buffer. The Software and Z-Buffer Demos. Summary. IV. ADVANCED 3D RENDERING. 12. Advanced Texturing Techniques. Texturing-The Second Wave. Building a New Rasterizer Base. Gouraud-Shaded Texturing. Transparency and Alpha Blending. Perspective-Correct Texturing and 1/z-Buffering. Bilinear Texture Filtering. Mip Mapping and Trilinear Texture Filtering. Multiple Pass Rendering and Texturing. Wrapping Things Up with a Single Call. Summary. 13. Spatial Partitioning and Visibility Algorithms. The New Game Engine Module. Introduction to Spatial Partitioning and Visible Surface Determination. The Binary Space Partition. Potentially Visible Sets. Portals. Bounding Hierarchical Volumes and Octrees. Occlusion Culling. Summary. 14. Shadows, Lighting, and Secrets of the id. The New Game Engine Module. Introduction and Game Plan. The Simplified Physics of Shadows. Simulating Shadows with Projective Images and Billboards. Planar Mesh Shadow Mapping. Introduction to Light Mapping and Surface Caching. Putting Everything Together. Summary. V. ADVANCED ANIMATION, PHYSICS MODELING, AND OPTIMAZATION. 15. 3D Character Animation, Motion, and Collision Detection. The New Game Engine Module. Introduction to 3D Animation. The Quake II .MD2 File Format. Simple Non-Character-Based Animation. 3D Collision Detection. Summary. 16. Optimization Technologies. Introduction to Optimization Technologies. Profiling Your Code with Microsoft Visual C++ and Intel Vtune. Using the Intel C++ Compiler. Single Instruction Multiple Data (SIMD) Programming Primer with SSE. General Optimization Tricks. Summary. VI. CD-ROM APPENDIXES. Appendix A. About The CD-ROM. Appendix B. Installing DirectX and Using Visual C/C++. Appendix C. Trigonometry and Vector Reference. Appendix D. C++ Primer. Appendix E. Game Programming Resources. Appendix F. ASCII Tables. Index.

Abhir Bhalerao - One of the best experts on this subject based on the ideXlab platform.

  • fast re rendering of volume and surface graphics by Depth color and opacity Buffering
    Medical Image Analysis, 2000
    Co-Authors: Abhir Bhalerao, Hanspeter Pfister, Michael Halle, Ron Kikinis
    Abstract:

    A method for quickly re-rendering volume data consisting of several distinct materials and intermixed with moving geometry is presented. The technique works by storing Depth, color and opacity information, to a given approximation, which facilitates accelerated rendering of fixed views at moderate storage overhead without re-scanning the entire volume. Storage information in the ray direction (what we have called super-z Depth Buffering), allows rapid transparency and color changes of materials, position changes of sub-objects, dealing explicitly with regions of overlap, and the intermixing or separately rendered geometry. The rendering quality can be traded-off against the relative storage cost and we present an empirical analysis of output error together with typical figures for its storage complexity. The method has been applied to visualization of medical image data for surgical planning and guidance, and presented results include typical clinical data. We discuss the implications of our method for haptic (or tactile) rendering systems, such as for surgical simulation, and present preliminary results of rendering polygonal objects in the volume rendered scene.

Hanspeter Pfister - One of the best experts on this subject based on the ideXlab platform.

  • fast re rendering of volume and surface graphics by Depth color and opacity Buffering
    Medical Image Analysis, 2000
    Co-Authors: Abhir Bhalerao, Hanspeter Pfister, Michael Halle, Ron Kikinis
    Abstract:

    A method for quickly re-rendering volume data consisting of several distinct materials and intermixed with moving geometry is presented. The technique works by storing Depth, color and opacity information, to a given approximation, which facilitates accelerated rendering of fixed views at moderate storage overhead without re-scanning the entire volume. Storage information in the ray direction (what we have called super-z Depth Buffering), allows rapid transparency and color changes of materials, position changes of sub-objects, dealing explicitly with regions of overlap, and the intermixing or separately rendered geometry. The rendering quality can be traded-off against the relative storage cost and we present an empirical analysis of output error together with typical figures for its storage complexity. The method has been applied to visualization of medical image data for surgical planning and guidance, and presented results include typical clinical data. We discuss the implications of our method for haptic (or tactile) rendering systems, such as for surgical simulation, and present preliminary results of rendering polygonal objects in the volume rendered scene.