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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Real-time rendering of synthetic terrain

McRoberts, Duncan Andrew Keith 07 June 2012 (has links)
M.Sc. / Real-time terrain rendering (RTTR) is an exciting eld in computer graphics. The algorithms and techniques developed in this domain allow immersive virtual environments to be created for interactive applications. Many di culties are encountered in this eld of research, including acquiring the data to model virtual worlds, handling huge amounts of geometry, and texturing landscapes that appear to go on forever. RTTR has been widely studied, and powerful methodologies have been developed to overcome many of these obstacles. Complex natural terrain features such as detailed vertical surfaces, overhangs and caves, however, are not easily supported by the majority of existing algorithms. It becomes di cult to add such detail to a landscape. Existing techniques are incredibly e cient at rendering elevation data, where for any given position on a 2D horizontal plane we have exactly 1 altitude value. In this case we have a many-to-1 mapping between 2D position and altitude, as many 2D coordinates may map to 1 altitude value but any single 2D coordinate maps to 1 and only 1 altitude. In order to support the features mentioned above we need to allow for a many-to-many mapping. As an example, with a cave feature for a given 2D coordinate we would have elevation values for the oor, the roof and the outer ground. In this dissertation we build upon established techniques to allow for this manyto- many mapping, and thereby add support for complex terrain features. The many-to-many mapping is made possible by making use of geometry images in place of height-maps. Another common problem with existing RTTR algorithms is texture distortion. Texturing is an inexpensive means of adding detail to rendered terrain. Many existing technique map texture coordinates in 2D, leading to distortion on steep surfaces. Our research attempts to reduce texture distortion in such situations by allowing a more even spread of texture coordinates. Geometry images make this possible as they allow for a more even distribution of sample positions. Additionally we devise a novel means of blending tiled texture that enhances the important features of the individual textures. Fully sampled terrain employs a single global texture that covers the entire landscape. This technique provides great detail, but requires a huge volume of data. Tiled texturing requires comparatively little data, but su ers from disturbing regular patterns. We seek to reduce the gap between tiled textures and fully sampled textures. In particular, we aim at reducing the regularity of tiled textures by changing the blending function. In summary, the goal of this research is twofold. Firstly we aim to support complex natural terrain features|speci cally detailed vertical surfaces, over-hangs and caves. Secondly we wish to improve terrain texturing by reducing texture distortion, and by blending tiled texture together in a manner that appears more natural. We have developed a level of detail algorithm which operates on geometry images, and a new texture blending technique to support these goals.
12

NetLight: Cloud Baked Indirect Illumination

Zabriskie, Nathan Andrew 01 November 2018 (has links)
Indirect lighting drastically increases the realism of rendered scenes but it has traditionally been very expensive to calculate. This has long precluded its use in real-time rendering applications such as video games which have mere milliseconds to respond to user input and produce a final image. As hardware power continues to increase, however, some recently developed algorithms have started to bring real-time indirect lighting closer to reality. Of specific interest to this paper, cloud-based rendering systems add indirect lighting to real-time scenes by splitting the rendering pipeline between a server and one or more connected clients. However, thus far they have been limited to static scenes and/or require expensive precomputation steps which limits their utility in game-like environments. In this paper we present a system capable of providing real-time indirect lighting to fully dynamic environments. This is accomplished by modifying the light gathering step in previous systems to be more resilient to changes in scene geometry and providing indirect light information in multiple forms, depending on the type of geometry being lit. We deploy it in several scenes to measure its performance, both in terms of speed and visual appeal, and show that it produces high quality images with minimum impact on the client machine.
13

Realistic hair rendering in Autodesk Maya / Realistic hair rendering in Autodesk Maya

Svoboda, Tomáš January 2012 (has links)
This thesis describes a real-time hair rendering in 3D animation and modeling software Autodesk Maya. The renderer is part of the Stubble project a - Maya plug-in for hair modeling. The presented renderer provides a high-quality interactive preview that allows fast hair modeling without the need for rendering in slow off-line renderers. The goal of this work is to create a renderer that can generate images in real-time that are as close as possible to the output of the 3Delight renderer - a plug-in for Maya that is based on RenderMan standards.
14

Matematisk generering och realtidsrendering av vegetation i Gizmo3D / Mathematical generation and real time rendering of vegetation in Gizmo3D

Jansson, Emil January 2004 (has links)
<p>To render outdoor scenes with lots of vegetation in real time is a big challenge. This problem has important applications in the areas of visualization and simulation. Some progress has been made the last years, but a previously unsolved difficulty has been to combine high rendering quality with abundant variation in scenes. </p><p>I present a method to mathematically generate and render vegetation in real time, with implementation in the scene graph Gizmo3D. The most important quality of the method is its ability to render scenes with many unique specimens with very low aliasing. </p><p>To obtain real time performance, a hierarchical level-of-detail scheme (LOD- scheme) is used which facilitates generation of vegetation in the desired level- of-detail on the fly. The LOD-scheme is texture-based and uses textures that are common for all specimens of a whole species. The most important contribution is that I combine this LOD-scheme with the use of semi- transparency, which makes it possible to obtain low aliasing. </p><p>Scenes with semi-transparency require correct rendering order. I solve this problem by introducing a new method for approximate depth sorting. An additional contribution is a variant of axis-aligned billboards, designated blob, which is used in the LOD-scheme. Furthermore, building blocks consisting of small branches are used to increase generation performance.</p>
15

Illumination for Real-Time Rendering of Large Architectural Environments

Fahlén, Markus January 2006 (has links)
<p>This thesis explores efficient techniques for high quality real-time rendering of large architectural environments using affordable graphics hardware, as applied to illumination, including window reflections, shadows, and "bump mapping". For each of these fields, the thesis investigates existing methods and intends to provide adequate solutions. The focus lies on the use of new features found in current graphics hardware, making use of new OpenGL extensions and functionality found in Shader Model 3.0 vertex and pixel shaders and the OpenGL 2.0 core. The thesis strives to achieve maximum image quality, while maintaining acceptable performance at an affordable cost.</p><p>The thesis shows the feasibility of using deferred shading on current hardware and applies high dynamic range rendering with the intent to increase realism. Furthermore, the thesis explains how to use environment mapping to simulate true planar reflections as well as incorporates relevant image post-processing effects. Finally, a shadow mapping solution is provided for the future integration of dynamic geometry.</p>
16

Matematisk generering och realtidsrendering av vegetation i Gizmo3D / Mathematical generation and real time rendering of vegetation in Gizmo3D

Jansson, Emil January 2004 (has links)
To render outdoor scenes with lots of vegetation in real time is a big challenge. This problem has important applications in the areas of visualization and simulation. Some progress has been made the last years, but a previously unsolved difficulty has been to combine high rendering quality with abundant variation in scenes. I present a method to mathematically generate and render vegetation in real time, with implementation in the scene graph Gizmo3D. The most important quality of the method is its ability to render scenes with many unique specimens with very low aliasing. To obtain real time performance, a hierarchical level-of-detail scheme (LOD- scheme) is used which facilitates generation of vegetation in the desired level- of-detail on the fly. The LOD-scheme is texture-based and uses textures that are common for all specimens of a whole species. The most important contribution is that I combine this LOD-scheme with the use of semi- transparency, which makes it possible to obtain low aliasing. Scenes with semi-transparency require correct rendering order. I solve this problem by introducing a new method for approximate depth sorting. An additional contribution is a variant of axis-aligned billboards, designated blob, which is used in the LOD-scheme. Furthermore, building blocks consisting of small branches are used to increase generation performance.
17

Interactive Visualization Of Large Scale Time-Varying Datasets

Frishert, Willem Jan January 2008 (has links)
<p>Visualization of large scale time-varying volumetric datasets is an active topic of research. Technical limitations in terms of bandwidth and memory usage become a problem when visualizing these datasets on commodity computers at interactive frame rates. The overall objective is to overcome these limitations by adapting the methods of an existing Direct Volume Rendering pipeline. The objective is considered to be a proof of concept to assess the feasibility of visualizing large scale time-varying datasets using this pipeline. The pipeline consists of components from previous research, which make extensive use of graphics hardware to visualize large scale static data on commodity computers.</p><p>This report presents a diploma work, which adapts the pipeline to visualize flow features concealed inside the large scale Computational Fluid Dynamics dataset. The work provides a foundation to address the technical limitations of the commodity computer to visualize time-varying datasets. The report describes the components making up the Direct Volume Rendering pipeline together with the adaptations. It also briefly describes the Computational Fluid Dynamics simulation, the flow features and an earlier visualization approach to show the system’s limitations when exploring the dataset.</p>
18

Data structures and algorithms for real-time ray tracing at the University of Texas at Austin

Hunt, Warren Andrew, 1983- 27 September 2012 (has links)
Modern rendering systems require fast and efficient acceleration structures in order to compute visibility in real time. I present several novel data structures and algorithms for computing visibility with high performance. In particular, I present two algorithms for improving heuristic based acceleration structure build. These algorithms, when used in a demand driven way, have been shown to improve build performance by up to two orders of magnitude. Additionally, I introduce ray tracing in perspective transformed space. I demonstrate that ray tracing in this space can significantly improve visibility performance for near-common origin rays such as eye and shadow rays. I use these data structures and algorithms to support a key hypothesis of this dissertation: “There is no silver bullet for solving the visibility problem; many different acceleration structures will be required to achieve the highest performance.” Specialized acceleration structures provide significantly better performance than generic ones and building many specialized structures requires high performance build techniques. Additionally, I present an optimization-based taxonomy for classifying acceleration structures and algorithms in order to identify which optimizations provide the largest improvement in performance. This taxonomy also provides context for the algorithms I present. Finally, I present several novel cost metrics (and a correction to an existing cost metric) to improve visibility performance when using metric based acceleration structures. / text
19

Interactive Visualization Of Large Scale Time-Varying Datasets

Frishert, Willem Jan January 2008 (has links)
Visualization of large scale time-varying volumetric datasets is an active topic of research. Technical limitations in terms of bandwidth and memory usage become a problem when visualizing these datasets on commodity computers at interactive frame rates. The overall objective is to overcome these limitations by adapting the methods of an existing Direct Volume Rendering pipeline. The objective is considered to be a proof of concept to assess the feasibility of visualizing large scale time-varying datasets using this pipeline. The pipeline consists of components from previous research, which make extensive use of graphics hardware to visualize large scale static data on commodity computers. This report presents a diploma work, which adapts the pipeline to visualize flow features concealed inside the large scale Computational Fluid Dynamics dataset. The work provides a foundation to address the technical limitations of the commodity computer to visualize time-varying datasets. The report describes the components making up the Direct Volume Rendering pipeline together with the adaptations. It also briefly describes the Computational Fluid Dynamics simulation, the flow features and an earlier visualization approach to show the system’s limitations when exploring the dataset.
20

Data structures and algorithms for real-time ray tracing at the University of Texas at Austin

Hunt, Warren Andrew, January 1900 (has links)
Thesis (Ph. D.)--University of Texas at Austin, 2008. / Vita. Includes bibliographical references and index.

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