Rendering Pipeline

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Nakhoon Baek - One of the best experts on this subject based on the ideXlab platform.

  • a fixed function Rendering Pipeline with direct Rendering manager support
    2018
    Co-Authors: Nakhoon Baek
    Abstract:

    In the ordinary graphics applications, they use one of the high-level 3D graphics libraries such as OpenGL and Direct3D. From the 3D graphics library implementer’s point of view, they use some low-level graphics tools including DRM (direct Rendering manager). In this paper, we present the accelerated way of achieving 3D graphics features through directly accessing DRM system calls, rather than using the high-level graphics libraries. With DRM features, we can achieve much accelerated way of typical and simple 3D graphics Rendering.

  • Design and implementation of OpenGL SC 2.0 Rendering Pipeline
    Cluster Computing, 2017
    Co-Authors: Nakhoon Baek, Kuinam J. Kim
    Abstract:

    OpenGL Safety Critical Profile (OpenGL SC) is a variation of the famous three-dimensional graphics library Open Graphics Library (OpenGL), for safety critical environment. It has been widely used for three-dimensional graphics output in military, avionics, and medical applications. In the year of 2015, OpenGL SC 2.0 was newly released as the newest and specialized three-dimensional graphics standard for safety-critical applications. In this paper, we represent the high-level design schemes of the OpenGL SC 2.0 context system and the Rendering system. We also show the detailed implementation strategy, for its step-by-step implementation works. These implementation schemes are the fundamental and theoretical frameworks for the OpenGL SC 2.0 system implementation. Based on these scheme, we represent a prototype implementation for OpenGL SC 2.0 system. Our prototype system shows these design schemes are feasible and well-suited even for commercial uses. In near future, our full implementation will be released to the market.

  • design of opengl sc 2 0 Rendering Pipeline
    International Conference on Information Science and Applications, 2017
    Co-Authors: Nakhoon Baek
    Abstract:

    OpenGL SC 2.0 is a newly specified 3D graphics standard, derived from the OpenGL ES 2.0, as its safety-critical profile. In this paper, we represent the high-level design scheme of the OpenGL SC 2.0 context and Rendering system. We also show the detailed implementation strategy, for its step-by-step implementation works. These implementation schemes are the fundamental and theoretical frameworks for the OpenGL SC 2.0 system implementation. In near future, we will implement all the OpenGL SC 2.0 API functions and its theoretical background, from the OpenGL SC 2.0 system implementations.

  • ICISA - Design of OpenGL SC 2.0 Rendering Pipeline
    Information Science and Applications 2017, 2017
    Co-Authors: Nakhoon Baek
    Abstract:

    OpenGL SC 2.0 is a newly specified 3D graphics standard, derived from the OpenGL ES 2.0, as its safety-critical profile. In this paper, we represent the high-level design scheme of the OpenGL SC 2.0 context and Rendering system. We also show the detailed implementation strategy, for its step-by-step implementation works. These implementation schemes are the fundamental and theoretical frameworks for the OpenGL SC 2.0 system implementation. In near future, we will implement all the OpenGL SC 2.0 API functions and its theoretical background, from the OpenGL SC 2.0 system implementations.

Kuinam J. Kim - One of the best experts on this subject based on the ideXlab platform.

  • Design and implementation of OpenGL SC 2.0 Rendering Pipeline
    Cluster Computing, 2017
    Co-Authors: Nakhoon Baek, Kuinam J. Kim
    Abstract:

    OpenGL Safety Critical Profile (OpenGL SC) is a variation of the famous three-dimensional graphics library Open Graphics Library (OpenGL), for safety critical environment. It has been widely used for three-dimensional graphics output in military, avionics, and medical applications. In the year of 2015, OpenGL SC 2.0 was newly released as the newest and specialized three-dimensional graphics standard for safety-critical applications. In this paper, we represent the high-level design schemes of the OpenGL SC 2.0 context system and the Rendering system. We also show the detailed implementation strategy, for its step-by-step implementation works. These implementation schemes are the fundamental and theoretical frameworks for the OpenGL SC 2.0 system implementation. Based on these scheme, we represent a prototype implementation for OpenGL SC 2.0 system. Our prototype system shows these design schemes are feasible and well-suited even for commercial uses. In near future, our full implementation will be released to the market.

George Drettakis - One of the best experts on this subject based on the ideXlab platform.

  • Efficient and Practical Audio-Visual Rendering for Games using Crossmodal Perception
    2009
    Co-Authors: David Grelaud, Nicolas Bonneel, Michael Wimmer, Manuel Asselot, George Drettakis
    Abstract:

    Interactive applications such as computer games, are inherently audio visual, requiring high-quality Rendering of complex 3D audio soundscapes and graphics environments. A frequent source of audio events is impact sounds, typically generated with physics engines. In this paper, we first present an optimization allowing efficient usage of impact sounds in a unified audio Rendering Pipeline, also including prerecorded sounds. We also exploit a recent result on audio-visual crossmodal perception to introduce a new level-ofdetail selection algorithm, which jointly chooses the quality level of audio and graphics Rendering. We have integrated these two techniques as a comprehensive crossmodal audio-visual Rendering Pipeline in a home-grown game engine, thus demonstrating the potential utility of our approach.

  • SI3D - Efficient and practical audio-visual Rendering for games using crossmodal perception
    Proceedings of the 2009 symposium on Interactive 3D graphics and games - I3D '09, 2009
    Co-Authors: David Grelaud, Nicolas Bonneel, Michael Wimmer, Manuel Asselot, George Drettakis
    Abstract:

    Interactive applications such as computer games, are inherently audio visual, requiring high-quality Rendering of complex 3D audio soundscapes and graphics environments. A frequent source of audio events is impact sounds, typically generated with physics engines. In this paper, we first present an optimization allowing efficient usage of impact sounds in a unified audio Rendering Pipeline, also including prerecorded sounds. We also exploit a recent result on audio-visual crossmodal perception to introduce a new level-of-detail selection algorithm, which jointly chooses the quality level of audio and graphics Rendering. We have integrated these two techniques as a comprehensive crossmodal audio-visual Rendering Pipeline in a home-grown game engine, thus demonstrating the potential utility of our approach.

  • Rendering Techniques - An interactive perceptual Rendering Pipeline using contrast and spatial masking
    2007
    Co-Authors: George Drettakis, Nicolas Bonneel, Carsten Dachsbacher, Sylvain Lefebvre, Michael Schwarz, Isabelle Viaud-delmon
    Abstract:

    We present a new perceptual Rendering Pipeline which takes into account visual masking due to contrast and spatial frequency. Our framework predicts inter-object, scene-level masking caused by partial occlusion and shadows. It is designed for interactive applications and runs efficiently on the GPU. This is achieved using a layer-based approach together with an efficient GPU-based computation of threshold maps. We build upon this prediction framework to introduce a perceptually-based level of detail control algorithm. We conducted a perceptual user study which indicates that our perceptual Pipeline generates results which are consistent with what the user perceives. Our results demonstrate significant quality improvement for scenes with masking due to frequencies and contrast, such as masking due to trees or foliage, or due to high-frequency shadows.

  • An Interactive Perceptual Rendering Pipeline using Contrast and Spatial Masking
    2007
    Co-Authors: George Drettakis, Nicolas Bonneel, Carsten Dachsbacher, Sylvain Lefebvre, Michael Schwarz, Isabelle Viaud-delmon
    Abstract:

    We present a new perceptual Rendering Pipeline which takes into account visual masking due to contrast and spatial frequency. Our framework predicts inter-object, scene-level masking caused by partial occlusion and shadows. It is designed for interactive applications and runs efficiently on the GPU. This is achieved using a layer-based approach together with an efficient GPU-based computation of threshold maps. We build upon this prediction framework to introduce a perceptually-based level of detail control algorithm. We conducted a perceptual user study which indicates that our perceptual Pipeline generates results which are consistent with what the user perceives. Our results demonstrate significant quality improvement for scenes with masking due to frequencies and contrast, such as masking due to trees or foliage, or due to high-frequency shadows.

  • Perceptual audio Rendering of complex virtual environments
    ACM Transactions on Graphics, 2004
    Co-Authors: Nicolas Tsingos, Emmanuel Gallo, George Drettakis
    Abstract:

    We propose a real-time 3D audio Rendering Pipeline for complex virtual scenes containing hundreds of moving sound sources. The approach, based on auditory culling and spatial level-of-detail, can handle more than ten times the number of sources commonly available on consumer 3D audio hardware, with minimal decrease in audio quality. The method performs well for both indoor and outdoor environments. It leverages the limited capabilities of audio hardware for many applications, including interactive architectural acoustics simulations and automatic 3D voice management for video games. Our approach dynamically eliminates inaudible sources and groups the remaining audible sources into a budget number of clusters. Each cluster is represented by one impostor sound source, positioned using perceptual criteria. Spatial audio processing is then performed only on the impostor sound sources rather than on every original source thus greatly reducing the computational cost. A pilot validation study shows that degradation in audio quality, as well as localization impairment, are limited and do not seem to vary significantly with the cluster budget. We conclude that our real-time perceptual audio Rendering Pipeline can generate spatialized audio for complex auditory environments without introducing disturbing changes in the resulting perceived soundfield.

Veronica Teichrieb - One of the best experts on this subject based on the ideXlab platform.

  • SVR - Real Time Ray Tracing for Augmented Reality
    2012 14th Symposium on Virtual and Augmented Reality, 2012
    Co-Authors: Artur L. Dos Santos, Diego Lemos, Jorge Eduardo Falcao Lindoso, Veronica Teichrieb
    Abstract:

    This paper introduces a novel graphics Rendering Pipeline applied to augmented reality, based on a real time ray tracing paradigm. Ray tracing techniques process pixels independently from each other, allowing an easy integration with image-based tracking techniques, contrary to traditional projection-based rasterization graphics systems, e.g. OpenGL. Therefore, by associating our highly optimized ray tracer with an augmented reality framework, the proposed Pipeline is capable to provide high quality Rendering with real time interaction between virtual and real objects, such as occlusions, soft shadows, custom shaders, reflections and self-reflections, some of these features only available in our Rendering Pipeline. As proof of concept, we present a case study with the ARToolKitPlus library and the Microsoft Kinect hardware, both integrated in our Pipeline. Furthermore, we show the performance and visual results in high definition of the novel Pipeline on modern graphics cards, presenting occlusion and recursive reflection effects between virtual and real objects without the latter ones needing to be previously modeled when using Kinect. Furthermore, an adaptive soft shadow sampling algorithm for ray tracing is presented, generating high quality shadows in real time for most scenes.

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

  • Hybrid Rendering for Real-Time Ray Tracing
    Ray Tracing Gems, 2019
    Co-Authors: Colin Barré-brisebois, Henrik Halen, Graham Wihlidal, Andrew Lauritzen, Jasper Bekkers, Tomasz Stachowiak, Johan Andersson
    Abstract:

    This chapter describes the Rendering Pipeline developed for PICA PICA, a real-time ray tracing experiment featuring self-learning agents in a procedurally assembled world. PICA PICA showcases a hybrid Rendering Pipeline in which rasterization, compute, and ray tracing shaders work together to enable real-time visuals approaching the quality of offline path tracing.