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The incorporation of bubbles into a computer graphics fluid simulationGreenwood, Shannon Thomas 29 August 2005 (has links)
We present methods for incorporating bubbles into a photorealistc fluid simulation. Previous methods of fluid simulation in computer graphics do not include bubbles. Our system automatically creates bubbles, which are simulated on top of the fluid simulation. These bubbles are approximated by spheres and are rendered with the fluid to appear as one continuous surface. This enhances the overall realism of the appearance of a splashing fluid for computer graphics. Our methods leverage the particle level set representation of the fluid surface. We create bubbles from escaped marker particles from the outside to the inside. These marker particles might represent air that has been trapped within the fluid surface. Further, we detect when air is trapped in the fluid and create bubbles within this space. This gives the impression that the air pocket has become bubbles and is an inexpensive way to simulate the air trapped in air pockets. The results of the simulation are rendered with a raytracer that includes caustics. This allows the creation of photorealistic images. These images support our position that the simple addition of bubbles included in a fluid simulation creates results that are much more true to life.
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View dependent fluid dynamicsBarran, Brian Arthur 16 August 2006 (has links)
This thesis presents a method for simulating fluids on a view dependent grid structure to
exploit level-of-detail with distance to the viewer. Current computer graphics techniques,
such as the Stable Fluid and Particle Level Set methods, are modified to support a nonuniform
simulation grid. In addition, infinite fluid boundary conditions are introduced that
allow fluid to flow freely into or out of the simulation domain to achieve the effect of
large, boundary free bodies of fluid. Finally, a physically based rendering method known
as photon mapping is used in conjunction with ray tracing to generate realistic images of
water with caustics. These methods were implemented as a C++ application framework
capable of simulating and rendering fluid in a variety of user-defined coordinate systems.
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Adpects on colour rendering, colour prediction and colour control in printed mediaKlaman, Marianne January 2002 (has links)
No description available.
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Multi-View Reconstruction and Camera Recovery using a Real or Virtual Reference PlaneRother, Carsten January 2003 (has links)
<p>Reconstructing a 3-dimensional scene from a set of2-dimensional images is a fundamental problem in computervision. A system capable of performing this task can be used inmany applications in robotics, architecture, archaeology,biometrics, human computer interaction and the movie andentertainment industry.</p><p>Most existing reconstruction approaches exploit one sourceof information to tackle the problem. This is the motion of thecamera, the 2D images are taken from different viewpoints. Weexploit an additional information source, the reference plane,which makes it possible to reconstruct difficult scenes whereother methods fail. A real scene plane may serve as thereference plane. Furthermore, there are many alternativetechniques to obtain virtual reference planes. For instance,orthogonal directions in the scene provide a virtual referenceplane, the plane at infinity, or images taken with a parallelprojection camera. A collection of known and novel referenceplane scenarios is presented in this thesis.</p><p>The main contribution of the thesis is a novel multi-viewreconstruction approach using a reference plane. The techniqueis applicable to three different feature types, points, linesand planes. The novelty of our approach is that all cameras andall features (off the reference plane) are reconstructedsimultaneously from a single linear system of imagemeasurements. It is based on the novel observation that camerasand features have a linear relationship if a reference plane isknown. In the absence of a reference plane, this relationshipis non-linear. Thus many previousmethods must reconstructfeatures and cameras sequentially. Another class of methods,popular in the literature, is factorization, but, in contrastto our approach, this has the serious practical drawback thatall features are required to be visible in all views. Extensiveexperiments show that our approach is superior to allpreviously suggested reference plane and non-reference planemethods for difficult reference plane scenarios.</p><p>Furthermore, the thesis studies scenes which do not have aunique reconstruction, so-called critical configurations. It isproven that in the presence of a reference plane the set ofcritical configurations is small.</p><p>Finally, the thesis introduces a complete, automaticmulti-view reconstruction system based on the reference planeapproach. The input data is a set of images and the output a 3Dpoint reconstruction together with the correspondingcameras.</p>
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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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Graphical User Interfaces for Volume Rendering Applications in Medical ImagingLindfors, Lisa, Lindmark, Hanna January 2002 (has links)
<p>Volume rendering applications are used in medical imaging in order to facilitate the analysis of three-dimensional image data. This study focuses on how to improve the usability of graphical user interfaces of these systems, by gathering user requirements. This is achieved by evaluations of existing systems, together with interviews and observations at clinics in Sweden that use volume rendering to some extent. The usability of the applications of today is not sufficient, according to the users participating in this study. This is due to a wide range of reasons. One reason is that the graphical user interface is not intuitive. Another reason is that the users do not rely on the technique to produce sufficient results that can be used in the diagnostic process. The issue of user confidence is mainly due to the problem of the generation and user control of the transfer functions used in volume rendering. </p><p>Based on the results of the evaluation a graphical user interface, including the most important and frequently used functions, is designed. A suggestion for how the transfer function can be generated is presented.</p>
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Robotergestützte Modellidentifikation und Simulation von deformierbaren Körpern für haptische Anendungen /Schillhuber, Gerhard. January 2009 (has links)
Zugl.: München, Techn. Universiẗat, Diss., 2009.
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Data structures and algorithms for real-time ray tracing at the University of Texas at AustinHunt, 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
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A hybrid real-time visible surface solution for rays with a common origin and arbitrary directionsJohnson, Gregory Scott, 1971- 28 September 2012 (has links)
A fundamental operation in computer graphics is to determine for a given point and direction in a scene, which geometric surface is nearest this point from this direction and thus visible. Conceptually, the point and direction define a "ray". Z-buffer hardware can compute surface visibility for a set of rays with a common origin (i.e. eye point) and a regular pattern of directions in real-time. However, this hardware is much less efficient at performing other visibility computations such as those required to accurately render shadows. A more flexible solution to the visible surface problem is needed. This work introduces the irregular Z-buffer algorithm, which efficiently solves the visible surface problem for rays with a common origin and arbitrary directions. In addition, we identify several changes to classical graphics architectures needed for hardware acceleration of this algorithm. Though these modifications are incremental in nature (i.e. no new functional units are introduced), we show that they enable significant new capability. In tandem with the irregular Z-buffer algorithm, a GPU with these changes has applications in: shadow rendering, indirect illumination, frameless rendering, adaptive anti-aliasing, adaptive textures, and jittered sampling. We explore the performance of hard and soft shadow rendering in particular, by way of a detailed hardware simulator. / text
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A memory profiler for 3D graphics application using ninary instrumentationDeo, Mrinal 25 July 2011 (has links)
This report describes the architecture and implementation of a memory profiler for 3D graphics applications. The memory profiling is done for parts of the program which runs on the graphics processor and is responsible for rendering the image. The shaders are parsed and every memory instruction is instrumented with additional instruction for profiling. The results are then transferred from the video memory to CPU memory. Profiling is done for a frame and completes in less than three minutes. The report also describes various analyses that can be done using the results obtained from this profiler. The report discusses the design of an analytical cache model that can be used to identify candidate memory buffers suitable for caching among all the buffers used by an application. The profiler can segregate results for reads and writes separately, can handle all formats of texture access instructions and predicated instructions. / text
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