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Now showing 1 - 10 of 15
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    VIZARD - Visualization Accelerator for Realtime Display
    (The Eurographics Association, 1997) Knittel, Günter; Straßer, Wolfgang; A. Kaufmann and W. Strasser and S. Molnar and B.-O. Schneider
    Volume rendering has traditionally been an application for supercomputers, workstation networks or expensive special-purpose hardware. In contrast, this report shows how far we have reached using the other extreme: the low-end PC platform. We have alleviated the mismatch between this demanding application and the limited computational resources of a PC in three ways: several stages in the visualization pipeline are placed into a preprocessing step, the volume rendering algorithm was optimized using a special data compression scheme, and the algorithm has been implemented in hardware as a PCI-compatible coprocessor (lXZ,4RD). These methods give us a frame rate of up to 1OHz for 256 <sup>3</sup> data sets and an acceptable image quality, although the accelerator prototype was built using relatively slow FPGA-technology. In a low-cost environment a coprocessor must not be more expensive than the host itself, and so VIZARD was designed to be manufacturable for a few hundred dollars. The special data compression scheme allows the data set to be placed into the main memory of the PC and eliminates the need for an expensive, separate volume memory. The entire visualization system consists of a portable PC with two built-in accelerator boards. Despite its small size, the system provides perspective raycasting for realtime walk-throughs. Additional features include stereoscopic viewing using shutter glasses and volume animation.
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    Memory Access Patterns of Occlusion-Compatible 3D Image Warping
    (The Eurographics Association, 1997) Murk, William R.; Bishop, Gary; A. Kaufmann and W. Strasser and S. Molnar and B.-O. Schneider
    McMillan and Bishop s 3D image warp can be efficiently implemented by exploiting the coherency of its memory accesses. We analyze this coherency, and present algorithms that take advantage of it. These algorithms traverse the reference image in an occlusion-compatible order, which is an order that can resolve visibility using a painter s algorithm. Required cache sizes are calculated for several one-pass 3D warp algorithms, and we develop a two-pass algorithm which requires a smaller cache size than any of the practical one-pass algorithms. We also show that reference image traversal orders that are occlusion-compatible for continuous images are not always occlusion-compatible when applied to the discrete images used in practice.
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    Towards Real-Time Photorealistic Rendering: Challenges and Solutions
    (The Eurographics Association, 1997) Schilling, Andreas; A. Kaufmann and W. Strasser and S. Molnar and B.-O. Schneider
    A growing number of real-time applications need graphics with photorealistic quality, especially in the field of training (virtual operation, driving and flightsimulation), but also in the areas of design or ergonomic research. We take a closer look at main deficiencies of today s real time graphics hardware and present solutions for several of the identified problems in the areas of antialiasing and texture-. bump- and reflection mapping. In the second part of the paper, a new method for antialiasing bump maps is explained in more detail.
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    PixelFlow: The Realization
    (The Eurographics Association, 1997) Eyles, John; Molnar, Steven; Poulton, John; Greer, Trey; Lastra, Anselmo; England, Nick; Westover, Lee; A. Kaufmann and W. Strasser and S. Molnar and B.-O. Schneider
    PixelFlow is an architecture for high-speed, highly realistic image generation, based on the techniques of object-parallelism and image composition. Its initial architecture was described in [MOLN92]. After development by the original team of researchers at the University of North Carolina, and codevelopment with industry partners, Division Ltd. and Hewlett- Packard, PixelFlow now is a much more capable system than initially conceived and its hardware and software systems have evolved considerably. This paper describes the final realization of PixelFlow, along with hardware and software enhancements heretofore unpublished.
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    TRIANGLECASTER Extensions To 3BTexturing Units For Accelerated Volume Rendering
    (The Eurographics Association, 1999) Knittel, Gunter; A. Kaufmann and W. Strasser and S. Molnar and B.- O. Schneider
    We discuss hardware extensions to 3D-texturing units, which are very small but nevertheless remove some substantial performance limits typically found when using a 3D-texturing unit for volume rendering. The underlying algorithm uses only a slight modification of existing method, which limits negative impacts on application software. In particular, the method speeds up the compositing operation, improves texture cache eflciency and allows for early ray termination and empty space skipping. Early ray termination can not be used in the traditional approach. Simulations show that, depending on data set properties, the performance of readily available, low-cost PC graphics accelerators is already suflcient for real-time volume visualization. Thus, in terms ofperformance, the TRIANGLECASTER-extensions can make dedicated volume rendering accelerators unnecessary.
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    Quadratic Bezier Triangles As Drawing Primitives
    (The Eurographics Association, 1998) Bruijns, J.; S. N. Spencer
    We propose to use quadratic Bezier triangles as additional drawing primitives: quadratic Bezier triangles require much less model data for faithful representation of curved surfaces than planar triangles. Therefore, they require less storage and/or transmission capacity. Furthermore, they allow automatic level-of-detail. Finally, they result in considerable savings in model-view transformations and lighting calculations. We present two algorithms for rendering these triangles, each of which can be easily incorporated in hardware render systems currently used for planar triangles.
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    Hybrid Volume and Polygon Rendering with Cube Hardware
    (The Eurographics Association, 1999) Kreeger, Kevin; Kaufman, Arie; A. Kaufmann and W. Strasser and S. Molnar and B.- O. Schneider
    We present two methods which connect today s polygon graphics hardware accelerators to Cube-5 volume rendering hardware, the successor to Cube4 The proposed methods allow mixing of both opaque and translucent polygons with volumes on PC class machines, while ensuring the correct compositing order of all objects. Both implementations connect the two hardware acceleration subsystems at the frame buffer. One shares a common DRAM buffer and one run-length encodes images of thin slabs of polygonal data and then combines them in the Cube composite buffer In both realizations, we take advantage of the predictable ordered access to frame buffer storage that is utilized by Cube-5 and the rest of the family of volume rendering accelerators based on the Cube design.
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    Neon: A Single-Chip 3D Workstation Graphics Accelerator
    (The Eurographics Association, 1998) McCormack, Joel; McNamara, Robert; Gianos, Christopher; Seiler, Larry; Jouppi, Norman P.; Correll, Ken; S. N. Spencer
    High-performance 3D graphics accelerators traditionally require multiple chips on multiple boards, including geometry, rasterizing, pixel processing, and texture mapping chips. These designs are often scalable: they can increase performance by using more chips. Scalability has obvious costs: a minimal configuration needs several chips, and some configurations must replicate texture maps. A less obvious cost is the almost irresistible temptation to replicate chips to increase performance, rather than to design individual chips for higher performance in the first place. In contrast, Neon is a single chip that performs like a multichip design. Neon accelerates OpenGL [19] 3D rendering, as well as X11 [20] and Windows/NT 2D rendering. Since our pin budget limited peak memory bandwidth, we designed Neon from the memory system upward in order to reduce bandwidth requirements. Neon has no special-purpose memories; its eight independent 32-bit memory controllers can access color buffers, 1. depth buffers, stencil buffers, and texture data. To fit our gate budget, we shared logic among different operations with similar implementation requirements, and left floating point calculations to Digital s Alpha CPUs. Neon s performance is between HP s Visualize fx<sup>4</sup> and fx<sup>6</sup>, and is well above SGI s MXE for most operations. Neon-based boards cost much less than these competitors, due to a small part count and use of commodity SDRAMs.
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    Codesign Of Graphics Hardware Accelerators
    (The Eurographics Association, 1997) Ewins, Jon P.; L.Watten, Phil; White, Martin; McNeill, Michael D. J.; Lister, Paul F.; A. Kaufmann and W. Strasser and S. Molnar and B.-O. Schneider
    The design of a hardware architecture for a computer graphics pipeline requires a thorough understanding of the algorithms involved at each stage, and the implications these algorithms have on the organisation of the pipeline architecture. The choice of algorithm, the flow of pixel data through the pipeline, and bit width precision issues are crucial decisions in the design of new hardware accelerators. Making these decisions correctly requires intensive investigation and experimentation. The use of hardware description languages such as VHDL, allow for sound top down design methodologies, but their effectiveness in such experimental work is limited. This paper discusses the use of software tools as an aid to hardware development and presents applications that demonstrate the possibilities of this approach and the benefits that can be attained from an integrated codesign design environment.
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    High-Quality Volume Rendering Using Texture Mapping Hardware
    (The Eurographics Association, 1998) Dachille, Frank; Kreeger, Kevin; Chen, Baoquan; Bitter, Ingmar; Kaufman, Arie; S. N. Spencer
    We present a method Jor volume rendering of regular grids which takes advantage of 3D texture mapping hardware currently, available on graphics workstations. Our method products accurate shading for arbitrary and dynamically changing directional lights, viewing parameters, and transfer functions. This is achieved by hardware interpolating the data values and gradients before software classification and shading. The method works equally well for parallel and perspective projections. We present two approaches for OUT method: one which takes advantage of software ray casting optimizations and another which takes advantage of hardware blending acceleration.