49 results
Search Results
Now showing 1 - 10 of 49
Item An Effective Hardware Architecture for Bump Mapping Using Angular Operation(The Eurographics Association, 2003) Lee, S. G.; Park, W. C.; Lee, W. J.; Han, T. D.; Yang, S. B.; M. Doggett and W. Heidrich and W. Mark and A. SchillingIn this paper, we propose an effective bump mapping algorithm that utilizes the reference space with the polar coordinate system and also propose a new hardware architecture associated with the proposed bump mapping algorithm. The proposed architecture reduces the computations to transform the vectors from the object space into the reference space by using a new vector rotation method. It also reduces the computations for the illumination calculation by using the law of cosine. Compared with the previous approaches, the proposed architecture reduces multiplication operations up to 78%.Item RTSG: Ray Tracing for X3D via a Flexible Rendering Framework(The Eurographics Association, 2009) Rubinstein, Dmitri; Georgiev, Iliyan; Schug, Benjamin; Slusallek, Philipp; Dieter W. Fellner and Alexei Sourin and Johannes Behr and Krzysztof WalczakVRML and X3D are the most widely adopted standards for interactive 3D content interchange. However, they are both designed around the common restricted functionality available in hardware graphics processors. Thus, most existing scene graph implementations are tightly integrated with rasterization APIs, which have difficulties simulating advanced global lighting effects. Conversely, complex photo-realistic effects are naturally supported by ray tracing based rendering algorithms [Glassner 1989]. Due to recent research advances and the constantly increasing computing power of commodity PCs, ray tracing is emerging as an interesting alternative for interactive applications. In this paper we present RTSG (Real-Time Scene Graph), a flexible scene management and rendering system. RTSG is X3D-compliant and has been designed to efficiently support both ray tracing and rasterization using a backend-independent rendering infrastructure. We describe two ray tracing and one rasterization backends and demonstrate that they achieve real-time rendering performance.Item Real-Time Capture, Reconstruction and Insertion into Virtual World of Human Actors(The Eurographics Association, 2003) Hasenfratz, J.M.; Lapierre, M.; Gascuel, J.-D.; Boyer, E.; Peter Hall and Philip WillisIn this paper, we show how to capture an actor with no intrusive trackers and without any special environment like blue set, how to estimate its 3D-geometry and how to insert this geometry into a virtual world in real-time. We use several cameras in conjunction with background subtraction to produce silhouettes of the actor as observed from the different camera viewpoints. These silhouettes allow the 3D-geometry of the actor to be estimated by a voxel based method. This geometry is rendered with a marching cube algorithm and inserted into a virtual world. Shadows of the actor corresponding to virtual lights are then added and interactions with objects of the virtual world are proposed. The main originality of this paper is to propose a complete pipeline that can computes up to 30 frames per second. Since the rapidity of the process depends mainly on its slowest step, we present here all these steps. For each of them, we present and discuss the solution that is used. Some of them are new solutions, as the 3D shape estimation which is achieved using graphics hardware. Results are presented and discussed.Item SPAF: Sub-texel Precision Anisotropic Filtering(The Eurographics Association, 2001) Shin, Hyun-Chul; Lee, Jin-Aeon; Kim, Lee-Sup; Kurt Akeley and Ulrich NeumannTexture mapping is a technique which most effectively improves the realism of computer-generated scenes in 3D Graphics. Trilinear filtering of the mip-mapped textue has been popular as a texture filtering method but it blurs images on the surface of objects angled obliquely away from the viewer in a scene. Various anisotropic filtering methods like footprint assembly, Feline, and fast footprint mip-mapping have been proposed to satisfy the desire for the high quality image [7]. In spite of the increase of the memory bandwidth, tie memory bandwidth limit is still the bottleneck of the texture filtering hardware. Moreover, it is very important to keep the quality of rendered image good. In this paper, we propose Sub-texel Precision Anisonopic Filtering (SPAF) which filters texels in a region that covers a quadrilateral footprint with the weights. The weight plays a key role in effective filtering to render the image of high quality with the restricted number of texels loaded from memory for real-time filtering. First, the area coverage based texel filtering scheme is introduced to obtain the footprint's coverage for each texel on the sub-texel precision leading to the small weight table size. Second, the Gaussian weight is applied to this footprinfs coverage for each texel to reduce the artifacts. Therefore, the quality of rendered images is superior to other anisotropic filtering methods in the same restricted number of texels. And the size ofthis weight table is several hundred KBytes which is much smaller than fast footprint mip-mapping. This small ROM table size enables the SPAF to be implemented at feasible hardware costs.Item Use and Re-use of Facial Motion CaptureData(The Eurographics Association, 2003) Lorenzo, M.S.; Edge, J.D.; King, S.A.; Maddock, S.; Peter Hall and Philip WillisMotion capture (mocap) data is commonly used to recreate complex human motions in computer graphics. Markers are placed on an actor, and the captured movement of these markers allows us to animate computer-generated characters. Technologies have been introduced which allow this technique to be used not only to retrieve rigid body transformations, but also soft body motion such as the facial movement of an actor. The inherent difficulties of working with facial mocap lies in the application of a discrete sampling of surface points to animate a fine discontinuous mesh. Furthermore, in the general case, where the morphology of the actor's face does not coincide with that of the model we wish to animate, some form of retargetting must be applied. In this paper we discuss methods to animate face meshes from mocap data with minimal user intervention using a surface-oriented deformation paradigm.Item VoxelCache: A Cache-Based Memory Architecture for Volume Graphics(The Eurographics Association, 2003) Kanus, U.; Wetekam, G.; Hirche, J.; M. Doggett and W. Heidrich and W. Mark and A. SchillingThis paper presents a cache-based memory architecture for volume graphics. We describe the memory organization and cache logic to implement a voxel cache based on 43 voxel blocks. We show an efficient prefetching scheme that increases the cache hit ratio to more than 98% in most cases. The performance of the memory system with different types of external memory is demonstrated by a cycle accurate C++ simulation. The VoxelCache memory architecture is designed to be easily adapted to different memory technologies, because all volume graphics specific parts of the memory system are encapsulated inside the on-chip cache. The design is targeted at implementation on off-the-shelf reconfigurable hardware.Item Experiment-based Modeling, Simulation and Validation of Interactions between VirtualWalkers(ACM SIGGRAPH / Eurographics Association, 2009) Pettré, Julien; Ondrej, Jan; Olivier, Anne-Hélène; Cretual, Armel; Donikian, Stéphane; Eitan Grinspun and Jessica HodginsAn interaction occurs between two humans when they walk with converging trajectories. They need to adapt their motion in order to avoid and cross one another at respectful distance. This paper presents a model for solving interactions between virtual humans. The proposed model is elaborated from experimental interactions data. We first focus our study on the pair-interaction case. In a second stage, we extend our approach to the multiple interactions case. Our experimental data allow us to state the conditions for interactions to occur between walkers, as well as each one's role during interaction and the strategies walkers set to adapt their motion. The low number of parameters of the proposed model enables its automatic calibration from available experimental data. We validate our approach by comparing simulated trajectories with real ones. We also provide comparison with previous solutions. We finally discuss the ability of our model to be extended to complex situations.Item Texture Mapping Volume Objects(The Eurographics Association, 2005) Shen, P.; Willis, P.; Mike ChantlerWe present a combination of image-based texture mapping and projective space (pseudo-solid) texture. This imagebased texture mapping is useful for objects defined from volume datasets. The paper makes three main contributions. First, it introduces the combination of the image-based two-part texture mapping and projective space texture mapping for volume objects. Second, it presents a multi-resolution technique to overcome problems with projecting at glancing angles and to eliminate artifacts due to the resolution limitations. Third, it presents the pixel-level data-dependent interpolation technique in projective image warping. The proposed approach leads to superior quality of texture and thus provides an optional solution for texturing volume objects.The results show the effectiveness and quality of rendered images.Item An Optimized Soft Shadow Volume Algorithm with Real-Time Performance(The Eurographics Association, 2003) Assarsson, Ulf; Dougherty, Michael; Mounier, Michael; Akenine-Möller, Tomas; M. Doggett and W. Heidrich and W. Mark and A. SchillingIn this paper, we present several optimizations to our previously presented soft shadow volume algorithm. Our optimizations include tighter wedges, heavily optimized pixel shader code for both rectangular and spherical light sources, a frame buffer blending technique to overcome the limitation of 8-bit frame buffers, and a simple culling algorithm. These together give real-time performance, and for simple models we get frame rates of over 150 fps. For more complex models 50 fps is normal. In addition to optimizations, two simple techniques for improving the visual quality are also presented.Item Regularised Anisotropic Nonlinear Diffusion for Rendering Refraction in Volume Graphics(The Eurographics Association, 2005) Rodgman, David; Chen, Min; Mike ChantlerRendering refraction in volume graphics requires smoothly distributed normals to synthesise good quality visual representations. Such refractive visualisation is more susceptible to noise in the data than visualisations that do not involve refraction. In this paper, we addresses the need for improving the continuity of voxel gradients in discretely sampled volume datasets using nonlinear diffusion methods, which was originally developed for image denoising. We consider the necessity for minimising unnecessary geometrical distortion, detail the functional specification of a volumetric filter for regularised anisotropic nonlinear diffusion (R-ANLD), discuss the further improvements of the filter, and compare the efficacy of the filter with an anisotropic nonlinear diffusion (ANLD) filter as well as a Gaussian filter and a linear diffusion filter. Our results indicate that it is possible to make significant improvements in image quality in refractive rendering without excessive distortion.