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Vector Graphics for Real-time 3D RenderingQin, Zheng January 2009 (has links)
Algorithms are presented that enable the use of vector graphics representations
of images in texture maps for 3D real time rendering.
Vector graphics images are resolution independent and
can be zoomed arbitrarily without losing detail
or crispness. Many important types of images, including text and
other symbolic information, are best represented in vector form. Vector
graphics textures can also be used as transparency mattes to augment
geometric detail in models via trim curves.
Spline curves are used to represent boundaries around regions
in standard vector graphics representations, such as PDF and SVG.
Antialiased rendering of such content can be obtained by thresholding
implicit representations of these curves.
The distance function is an especially useful implicit representation.
Accurate distance function computations would also allow the implementation
of special effects such as embossing.
Unfortunately, computing the true distance to higher order spline curves
is too expensive for real time rendering.
Therefore, normally either the distance is approximated
by normalizing some other implicit representation
or the spline curves are approximated with simpler primitives.
In this thesis, three methods for
rendering vector graphics textures in real time are introduced,
based on various approximations of the distance computation.
The first and simplest approach to the distance computation
approximates curves with line segments.
Unfortunately, approximation with line segments gives only C0 continuity.
In order to improve smoothness, spline curves can also be approximated
with circular arcs.
This approximation has C1 continuity and computing the distance
to a circular arc is only slightly more expensive than
computing the distance to a line segment.
Finally an iterative algorithm
is discussed that has good performance in practice and can compute the
distance to any parametrically differentiable curve
(including polynomial splines of any order)
robustly. This algorithm is demonstrated in the context of a system
capable of real-time rendering of SVG content in a texture map on a GPU.
Data structures and acceleration algorithms in the context of massively
parallel GPU architectures are also discussed.
These data structures and acceleration structures allow arbitrary vector
content (with space-variant complexity, and overlapping regions) to be
represented in a random-access texture.
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Vector Graphics for Real-time 3D RenderingQin, Zheng January 2009 (has links)
Algorithms are presented that enable the use of vector graphics representations
of images in texture maps for 3D real time rendering.
Vector graphics images are resolution independent and
can be zoomed arbitrarily without losing detail
or crispness. Many important types of images, including text and
other symbolic information, are best represented in vector form. Vector
graphics textures can also be used as transparency mattes to augment
geometric detail in models via trim curves.
Spline curves are used to represent boundaries around regions
in standard vector graphics representations, such as PDF and SVG.
Antialiased rendering of such content can be obtained by thresholding
implicit representations of these curves.
The distance function is an especially useful implicit representation.
Accurate distance function computations would also allow the implementation
of special effects such as embossing.
Unfortunately, computing the true distance to higher order spline curves
is too expensive for real time rendering.
Therefore, normally either the distance is approximated
by normalizing some other implicit representation
or the spline curves are approximated with simpler primitives.
In this thesis, three methods for
rendering vector graphics textures in real time are introduced,
based on various approximations of the distance computation.
The first and simplest approach to the distance computation
approximates curves with line segments.
Unfortunately, approximation with line segments gives only C0 continuity.
In order to improve smoothness, spline curves can also be approximated
with circular arcs.
This approximation has C1 continuity and computing the distance
to a circular arc is only slightly more expensive than
computing the distance to a line segment.
Finally an iterative algorithm
is discussed that has good performance in practice and can compute the
distance to any parametrically differentiable curve
(including polynomial splines of any order)
robustly. This algorithm is demonstrated in the context of a system
capable of real-time rendering of SVG content in a texture map on a GPU.
Data structures and acceleration algorithms in the context of massively
parallel GPU architectures are also discussed.
These data structures and acceleration structures allow arbitrary vector
content (with space-variant complexity, and overlapping regions) to be
represented in a random-access texture.
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A Stylised Cartoon Renderer For Toon Shading Of 3D CharacterSHIN, Jung Hoo January 2006 (has links)
This thesis describes two new techniques for enhancing the rendering quality of cartoon characters in toon-shading applications. The proposed methods can be used to improve the output quality of current cel shaders. The first technique which uses 2D image-based algorithms, enhances the silhouettes of the input geometry and reduces the computer generated artefacts. The silhouettes are found by using the Sobel filter and reconstructed by Bezier curve fitting. The intensity of the reconstructed silhouettes is then modified to create a stylised appearance. In the second technique, a new hair model based on billboarded particles is introduced. This method is found to be particularly useful for generating toon-like specular highlights for hair, which are important in cartoon animations. The whole rendering framework is implemented in C++ using the OpenGL API. OpenGL extensions and GPU programming are used to take the advantage of the functionalities of currently available graphics hardware. The programming of graphics hardware is done using Cg, a high level shader language.
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[en] GPU-ACCELERATED ADAPTIVELY SAMPLED DISTANCE FIELDS / [pt] CAMPOS DE DISTÂNCIA AMOSTRADOS ADAPTATIVAMENTE COM ACELERAÇÃO POR PLACA GRÁFICATHIAGO DE ALMEIDA BASTOS 04 September 2008 (has links)
[pt] A representação de formas é um problema fundamental em
Computação Gráfica. Dentre as representações conhecidas
para
objetos tridimensionais, os campos de distância amostrados
adaptativamente (ADFs) destacam-se por sua versatilidade.
ADFs combinam os conceitos de geometria com
dados volumétricos, permitem representar objetos com
precisão arbitrária, e consolidam diversas operações como
visualização, modelagem de níveis de detalhe, detecção de
colisão, testes de proximidade, metamorfose e operações
booleanas em uma única representação. Este trabalho propõe
métodos para acelerar a reconstrução de ADFs estáticas,
melhorar a qualidade dos campos reconstruídos, e
visualizar
iso-superfícies das ADFs, valendo-se do enorme poder
computacional encontrado nas placas gráficas modernas
(GPUs). Para que as ADFs sejam representadas de forma
eficiente em placas gráficas, propõe-se o uso de uma
estrutura hierárquica baseada em dispersão espacial
perfeita. A renderização de ADFs é feita integralmente
pela GPU, utilizando uma técnica de lançamento de raios
baseada em traçado por esferas. Uma maneira de tratar as
descontinuidades C0 e C1 inerentes às ADFs é sugerida para
que o sombreamento das superfícies seja suave.
Finalmente, o
trabalho propõe um novo método de reconstrução para
ADFs, capaz de representar melhor superfícies curvas. Os
resultados são apresentados através de aplicações simples
de
visualização interativa, com ADFs geradas a partir de
malhas
de triângulos e sólidos primitivos. / [en] Shape representation is a fundamental problem in Computer
Graphics. Among known representations for three-dimensional
objects, adaptively sampled distance fields (ADFs) are noted
for their versatility. ADFs combine the concepts of geometry
with volume data, allow objects to be represented
with arbitrary precision, and consolidate several operations
- such as visualization, level-of-detail modeling,
collision detection, proximity tests, morphing and boolean
operations | into a single representation. This work
proposes methods to accelerate the reconstruction of static
ADFs, to improve the quality of reconstructed fields, and to
visualize ADF isosurfaces, making use of the massive
computational power found in modern graphics hardware
(GPUs). In order to effciently represent ADFs on graphics
cards, a hierarchical structure based on perfect spatial
hashing is proposed. Rendering of ADFs is done completely on
GPUs, using a ray
casting technique based on sphere tracing. Means to overcome
the C0 and C1 discontinuities inherent to ADFs are suggested
in order to attain smoothly shaded iso-surfaces. Finally, a
new reconstruction method for ADFs, which can better
represent curved surfaces, is proposed. Results are
presented through simple interactive visualization
applications, with ADFs generated from both triangle meshes
and primitive solids.
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Multi-Resolution Volume Rendering of Large Medical Data Sets on the GPUTowfeek, Ajden January 2008 (has links)
<p>Volume rendering techniques can be powerful tools when visualizing medical data sets. The characteristics of being able to capture 3-D internal structures make the technique attractive. Scanning equipment is producing medical images, with rapidly increasing resolution, resulting in heavily increased size of the data set. Despite the great amount of processing power CPUs deliver, the required precision in image quality can be hard to obtain in real-time rendering. Therefore, it is highly desirable to optimize the rendering process.</p><p>Modern GPUs possess much more computational power and is available for general purpose programming through high level shading languages. Efficient representations of the data are crucial due to the limited memory provided by the GPU. This thesis describes the theoretical background and the implementation of an approach presented by Patric Ljung, Claes Lundström and Anders Ynnerman at Linköping University. The main objective is to implement a fully working multi-resolution framework with two separate pipelines for pre-processing and real-time rendering, which uses the GPU to visualize large medical data sets.</p>
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Multi-Resolution Volume Rendering of Large Medical Data Sets on the GPUTowfeek, Ajden January 2008 (has links)
Volume rendering techniques can be powerful tools when visualizing medical data sets. The characteristics of being able to capture 3-D internal structures make the technique attractive. Scanning equipment is producing medical images, with rapidly increasing resolution, resulting in heavily increased size of the data set. Despite the great amount of processing power CPUs deliver, the required precision in image quality can be hard to obtain in real-time rendering. Therefore, it is highly desirable to optimize the rendering process. Modern GPUs possess much more computational power and is available for general purpose programming through high level shading languages. Efficient representations of the data are crucial due to the limited memory provided by the GPU. This thesis describes the theoretical background and the implementation of an approach presented by Patric Ljung, Claes Lundström and Anders Ynnerman at Linköping University. The main objective is to implement a fully working multi-resolution framework with two separate pipelines for pre-processing and real-time rendering, which uses the GPU to visualize large medical data sets.
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The Implementation of A Fingerprint Enhancement System Based on GPU via CUDAYang, Kaiyuan, Wang, Fuliang January 2017 (has links)
In order to reduce the large execution time of an existing fingerprint enhancement system, a parallel implementation method based on GPU via CUDA is proposed. Firstly, the necessity and feasibility of employing parallel programming for the whole system are analyzed. Then pre-processing, global analysis, local analysis and matched filtering of the whole fingerprint enhancement system is designed, optimized and implemented respectively using parallel computing technology via CUDA. Finally, numerous fingerprints from FVC2000 databases are tested and the obtained execution time is compared with that of the CPU based system. The results show that the execution time is significantly reduced by using the parallel implementation method based on GPU.
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Skeleton Programming for Heterogeneous GPU-based SystemsDastgeer, Usman January 2011 (has links)
In this thesis, we address issues associated with programming modern heterogeneous systems while focusing on a special kind of heterogeneous systems that include multicore CPUs and one or more GPUs, called GPU-based systems.We consider the skeleton programming approach to achieve high level abstraction for efficient and portable programming of these GPU-based systemsand present our work on SkePU library which is a skeleton library for these systems. We extend the existing SkePU library with a two-dimensional (2D) data type and skeleton operations and implement several new applications using newly made skeletons. Furthermore, we consider the algorithmic choice present in SkePU and implement support to specify and automatically optimize the algorithmic choice for a skeleton call, on a given platform. To show how to achieve performance, we provide a case-study on optimized GPU-based skeleton implementation for 2D stencil computations and introduce two metrics to maximize resource utilization on a GPU. By devising a mechanism to automatically calculate these two metrics, performance can be retained while porting an application from one GPU architecture to another. Another contribution of this thesis is implementation of the runtime support for the SkePU skeleton library. This is achieved with the help of the StarPUruntime system. By this implementation,support for dynamic scheduling and load balancing for the SkePU skeleton programs is achieved. Furthermore, a capability to do hybrid executionby parallel execution on all available CPUs and GPUs in a system, even for a single skeleton invocation, is developed. SkePU initially supported only data-parallel skeletons. The first task-parallel skeleton (farm) in SkePU is implemented with support for performance-aware scheduling and hierarchical parallel execution by enabling all data parallel skeletons to be usable as tasks inside the farm construct. Experimental evaluations are carried out and presented for algorithmic selection, performance portability, dynamic scheduling and hybrid execution aspects of our work.
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GPU Based Scattered Data ModelingVinjarapu, Saranya S. 16 May 2012 (has links)
No description available.
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Modeling Performance of Tensor Transpose using Regression TechniquesSrivastava, Rohit Kumar 15 August 2018 (has links)
No description available.
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