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Now showing 1 - 10 of 19
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    Real-Time Rendering of Molecular Dynamics Simulation Data: A Tutorial
    (The Eurographics Association, 2017) Alharbi, Naif; Chavent, Matthieu; Laramee, Robert S.; Tao Ruan Wan and Franck Vidal
    Achieving real-time molecular dynamics rendering is a challenge, especially when the rendering requires intensive computation involving a large simulation data-set. The task becomes even more challenging when the size of the data is too large to fit into random access memory (RAM) and the final imagery depends on the input and output (I/O) performance. The large data size and the complex computation processing per frame pose a number of challenges. i.e. the I/O performance bottleneck, the computational processing performance costs, and the fast rendering challenge. Handling these challenges separately consumes a significant portion of the total processing time which may result in low frame rates. We address these challenges by proposing an approach utilizing advanced memory management and bridging the Open Computing Language (OpenCL) and Open Graphics Library (OpenGL) drivers to optimize the final rendering frame rate. We illustrate the concept of the memory mapping technique and the hybrid OpenCL and OpenGL combination through a real molecular dynamics simulation example. The simulation data-set specifies the evolution of 336,260 particles over 1981 time steps occupying 8 Gigabyte of memory. The dynamics of the system including the lipid-protein interactions can be rendered at up to 40 FPS.
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    Selective Rasterized Ray-traced Reflections on the GPU
    (The Eurographics Association, 2016) Kastrati, Mattias Frid; Goswami, Prashant; Giovanni Pintore and Filippo Stanco
    Ray-tracing achieves impressive effects such as realistic reflections on complex surfaces but is also more computationally expensive than classic rasterization. Rasterized ray-tracing methods can accelerate ray-tracing by taking advantage of the massive parallelization available in the rasterization pipeline on the GPU. In this paper, we propose a selective rasterized raytracing method that optimizes the rasterized ray-tracing by selectively allocating computational resources to reflective regions in the image. Our experiments suggest that the method can speed-up the computation by up to 4 times and also reduce the memory footprint by almost 66% without affecting the image quality. We demonstrate the effectiveness of our method using complex scenes and animations.
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    MTV-Player: Interactive Spatio-Temporal Exploration of Compressed Large-Scale Time-Varying Rectilinar Scalar Volumes
    (The Eurographics Association, 2019) Díaz, Jose; Marton, Fabio; Gobbetti, Enrico; Agus, Marco and Corsini, Massimiliano and Pintus, Ruggero
    We present an approach for supporting fully interactive exploration of massive time-varying rectilinear scalar volumes on commodity platforms. We decompose each frame into a forest of bricked octrees. Each brick is further subdivided into smaller blocks, which are compactly approximated by quantized variable-length sparse linear combinations of prototype blocks stored in a data-dependent dictionary learned from the input sequence. This variable bit-rate compact representation, obtained through a tolerance-driven learning and approximation process, is stored in a GPU-friendly format that supports direct adaptive streaming to the GPU with spatial and temporal random access. An adaptive compression-domain renderer closely coordinates off-line data selection, streaming, decompression, and rendering. The resulting system provides total control over the spatial and temporal dimensions of the data, supporting the same exploration metaphor as traditional video players. Since we employ a highly compressed representation, the bandwidth provided by current commodity platforms proves sufficient to fully stream and render dynamic representations without relying on partial updates, thus avoiding any unwanted dynamic effects introduced by current incremental loading approaches. Moreover, our variable-rate encoding based on sparse representations provides high-quality approximations, while offering real-time decoding and rendering performance. The quality and performance of our approach is demonstrated on massive time-varying datasets at the terascale, which are nonlinearly explored at interactive rates on a commodity graphics PC.
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    Surfel Octrees: A New Scheme for Interactive Inspection of Anatomy Atlases in Client-Server Applications
    (The Eurographics Association, 2015) Surinyac, Jordi; Brunet, Pere; Mateu Sbert and Jorge Lopez-Moreno
    Nowadays, an increasing interest on tele-medicine and tele-diagnostic solutions can be observed, with client/server architectures for remote inspection of volume image-based medical data which are becoming more and more popular. The use of portable devices is gradually spreading due to their portability and easy maintenance. In this paper, we present an efficient data model for segmented volume models based on a hierarchical data structure of surfels per anatomical structure. Surfel Octrees are compact enough for transmission through networks with limited bandwidth, and provide good visual quality in the client devices at a limited footprint. Anatomy atlases are represented as octree forests, supporting local interaction in the client device and selection of groups of medical organs. After presenting the octree generation and interaction algorithms, we present several examples and discuss the interest of the proposed approach in low-end devices such as mobiles and tablets.
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    Downsampling and Storage of Pre-Computed Gradients for Volume Rendering
    (The Eurographics Association, 2017) Díaz-García, Jesús; Brunet, Pere; Navazo, Isabel; Vázquez, Pere-Pau; Fco. Javier Melero and Nuria Pelechano
    The way in which gradients are computed in volume datasets influences both the quality of the shading and the performance obtained in rendering algorithms. In particular, the visualization of coarse datasets in multi-resolution representations is affected when gradients are evaluated on-the-fly in the shader code by accessing neighbouring positions. This is not only a costly computation that compromises the performance of the visualization process, but also one that provides gradients of low quality that do not resemble the originals as much as desired because of the new topology of downsampled datasets. An obvious solution is to pre-compute the gradients and store them. Unfortunately, this originates two problems: First, the downsampling process, that is also prone to generate artifacts. Second, the limited bit size of storage itself causes the gradients to loss precision. In order to solve these issues, we propose a downsampling filter for pre-computed gradients that provides improved gradients that better match the originals such that the aforementioned artifacts disappear. Secondly, to address the storage problem, we present a method for the efficient storage of gradient directions that is able to minimize the minimum angle achieved among all representable vectors in a space of 3 bytes. We also provide several examples that show the advantages of the proposed approaches.
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    A New Approach for Perceptually-based Fitting Strokes into Straight Segments
    (The Eurographics Association, 2015) Plumed, Raquel; Company, Pedro; Varley, Peter A. C.; Mateu Sbert and Jorge Lopez-Moreno
    Fitting the strokes of a sketch into geometrical primitives is still an open problem, even for sketches which depict bare line-drawings without annotations. Such sketches comprise only discrete strokes, sequences of points obtained between a pen down and a pen up. It is commonly accepted that the best perceptual fittings depend on the context. Hence, we will only be able to extract the best line-drawing from a sketch by considering a complex recognition flow, where lines must be iteratively fitted according to different tentative relationships until the most plausible line-drawing is reached. The recognition task considered in this paper is determining whether a stroke represents a straight line. The goal is doing it in a way that allows for iterative recognition flows. The novel contributions are that our approach is more fast and robust than accurate, uses perceptual criteria to classify strokes, and returns likeliness instead of a simple yes/no.
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    12DoF Interaction for Scientific Visualisation
    (The Eurographics Association, 2017) Turner, Martin J.; Morris, Tim; Sandoval, Mario; Tao Ruan Wan and Franck Vidal
    This short extended abstract investigates human-computer interactions in relation to a specific Six Degree of Freedom (6DoF) input device; described is the driver development and calibration required for a novel piece of hardware; and after initial user tests and a questionnaire of satisfaction, we consider areas for further research. This abstract concludes with a discussion of the design and use of dual-6DoF input devices and from feedback how new interaction modes will be exploited.
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    3D Digital Imaging for Knowledge Dissemination of Greek Archaic Statuary
    (The Eurographics Association, 2016) Stanco, Filippo; Tanasi, Davide; Allegra, Dario; Milotta, Filippo L. M.; Giovanni Pintore and Filippo Stanco
    This paper aims, using a research exercise, to verify the association between two Greek sculptures collected at different times: the head of a boy collected in the Chalcidian colony of Leontinoi in southeastern Sicily, acquired in the 18th century and later kept in the collection of the Museum of Castello Ursino in Catania, and a torso, retrieved in 1904 and since then displayed in the Archaeological Museum of Sicily. The two pieces share similar stylistic features and represent the most significant example of Greek sculpture in Sicily at the end of the 6th century BC. Their association is an open problem still debated by scholars, who have based their studies on comparisons between pictures as a reassembly of two artefacts was never attempted. This critical issue has conditioned curators of the two museums, who could not develop a proper communication policy for the two objects, resulting in a limited cognitive accessibility for the public. By means of 3D scanning techniques, this contribution showcases how virtual restoration can not only improve interpretations of the scholars, but also boost the communication plans of museums, giving back to the public via a web platform a masterpiece of Greek sculpture known just by specialists.
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    Slice2mesh: Meshing Sliced Data for the Simulation of AM Processes
    (The Eurographics Association, 2018) Livesu, M.; Cabiddu, D.; Attene, M.; Livesu, Marco and Pintore, Gianni and Signoroni, Alberto
    Accurately simulating Additive Manufacturing (AM) processes is useful to predict printing failures and test 3D printing without wasting precious resources, both in terms of time ad material. In AM the object to be fabricated is first cut into a set of slices aligned with the build direction, and then printed, depositing or solidifying material one layer on top of the other. To guarantee accurate simulations, it is therefore necessary to encode the temporal evolution of the shape to be printed within the simulation domain. We introduce slice2mesh, to the best of our knowledge the first software capable of turning a sliced object directly into a volumetric mesh. Our tool inputs a set of slices and produces a tetrahedral mesh that endows each slice in its connectivity. An accurate representation of the simulation domain at any time during the print can therefore be easily obtained by filtering out the slices yet to be processed. slice2mesh also features a flexible mesh generation system for external supports, and allows the user to trade accuracy for simplicity by producing approximate simulation domains obtained by filtering the object in slice space.
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    Low Cost Handheld 3D Scanning for Architectural Elements Acquisition
    (The Eurographics Association, 2016) Allegra, Dario; Gallo, Giovanni; Inzerillo, Laura; Lombardo, Marcella; Milotta, Filippo L. M.; Santagati, Cettina; Stanco, Filippo; Giovanni Pintore and Filippo Stanco
    3D scanning has gone a long way since its first appearance in cultural heritage digitization and modeling. In the recent years some new low cost, fast, accurate emerging technologies are flooding the market. Envisioning the massive use of these cheap and easy to use devices in the next years, it is crucial to explore the possible fields of application and to test their effectiveness in terms of easiness of 3D data collection, processing, mesh resolution and metric accuracy against the size and features of the objects. In this study we focus the attention on one emerging technology, the Structure Sensor device, in order to verify a 3D pipeline acquisition on an architectural element and its details. The methodological approach is thought to define a pipeline of 3D acquisition exploiting low cost and open source technologies and foresees the assessment of this procedure in comparison with data obtained by a Time of Flight device.