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Light field propagation and rendering on the GPU

Jesper Mortensen, Pankaj Khanna, Mel Slater
2007 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa - AFRIGRAPH '07  
We present a novel propagation algorithm running entirely on the Graphics Processing Unit (GPU).  ...  We show how to render globally lit images directly from the GPU data structure without CPU involvement at real-time frame rates and high resolutions.  ...  Light-field rendering on the GPU was suggested by [42] , with fast rendering via visibility culling and data binning and reuse.  ... 
doi:10.1145/1294685.1294688 dblp:conf/afrigraph/MortensenKS07 fatcat:y6qmk4lslvch7esl6xofxprfde

Light Propagation Maps on Parallel Graphics Architectures [article]

Adrien Gruson, Ajit Hakke Patil, Remi Cozot, Kadi Bouatouch, Sumanta Pattanaik
2012 Eurographics Symposium on Parallel Graphics and Visualization  
Using our approach we are able to render 64x64x64 dynamic volumes with multiple scattering of light at interactive speed on complex lighting, and are able to render volumes of any size independent of the  ...  Fattal [Fat09] proposed Light Propagation Maps (LPM) to expedite DOM computation. In this paper we propose a streaming based parallelization of LPM to run on SIMD graphics hardware.  ...  We create two GPU kernels: one for the propagation step and the other for the collecting step. One propagation step corresponds to one LPM propagation and requires propagation of multiple blocks.  ... 
doi:10.2312/egpgv/egpgv12/081-088 fatcat:sk657brlsnbjlg55jsbyzmxosy

Real-time global illumination in the CAVE

Jesper Mortensen, Pankaj Khanna, Insu Yu, Mel Slater
2007 Proceedings of the 2007 ACM symposium on Virtual reality software and technology - VRST '07  
In this paper we present recent and ongoing work in the Virtual Light Field paradigm for global illumination as a solution to this problem.  ...  We discuss its suitability for real-time VR applications and detail recent work in integrating it with the XVR system for real-time GPU-based rendering in a CAVE TM .  ...  Thanks to Franco Tecchia, Giuseppe Marino and Marcello Carrozzino from VRMedia for support using the XVR system.  ... 
doi:10.1145/1315184.1315210 dblp:conf/vrst/MortensenKYS07 fatcat:mwtfxyvj3zartg3so7wojakcru

Sound propagation in 3D spaces using computer graphics techniques

Panagiotis Charalampous, Despina Michael
2014 2014 International Conference on Virtual Systems & Multimedia (VSMM)  
Sound propagation in 3D spaces is governed by similar physical principles as light.  ...  As a result, sound rendering in a 3D virtual environment can benefit from methods developed for graphics rendering and vice versa.  ...  NON-GRAPHICS TECHNIQUES An important difference between graphics rendering and audio rendering is that in the case of light, propagation delay of light can be ignored, while in the case of sound, propagation  ... 
doi:10.1109/vsmm.2014.7136674 dblp:conf/vsmm/CharalampousM14 fatcat:7gdxmsocirhbvkh5ub2t2x5qai

GPU-Based Nonlinear Ray Tracing

Daniel Weiskopf, Tobias Schafhitzel, Thomas Ertl
2004 Computer graphics forum (Print)  
The rendering process consists of the following parts: ray setup according to the camera parameters, ray integration, ray-object intersection, and local illumination.  ...  To improve the rendering performance, we propose acceleration techniques such as early ray termination and adaptive ray integration.  ...  Special thanks to Bettina Salzer for proof-reading, and to Joachim Vollrath for his help with the video.  ... 
doi:10.1111/j.1467-8659.2004.00794.x fatcat:5qrqfq6plng2tbxdxju2pzrtc4

Eikonal rendering

Ivo Ihrke, Gernot Ziegler, Art Tevs, Christian Theobalt, Marcus Magnor, Hans-Peter Seidel
2007 ACM Transactions on Graphics  
Based on this concept, we also propose an efficient light propagation technique using adaptive wavefront tracing.  ...  Abstract We present a new method for real-time rendering of sophisticated lighting effects in and around refractive objects.  ...  Acknowledgements We would like to thank Anders Sundstedt and Michael Schantin for help in scene modeling and GusGus for giving us permission to use their music in the video.  ... 
doi:10.1145/1239451.1239510 fatcat:5prott3q3rfjvayi5jowjgguam

Eikonal rendering

Ivo Ihrke, Gernot Ziegler, Art Tevs, Christian Theobalt, Marcus Magnor, Hans-Peter Seidel
2007 ACM SIGGRAPH 2007 papers on - SIGGRAPH '07  
Based on this concept, we also propose an efficient light propagation technique using adaptive wavefront tracing.  ...  Abstract We present a new method for real-time rendering of sophisticated lighting effects in and around refractive objects.  ...  Acknowledgements We would like to thank Anders Sundstedt and Michael Schantin for help in scene modeling and GusGus for giving us permission to use their music in the video.  ... 
doi:10.1145/1275808.1276451 fatcat:7pmjaklbqbe2fhbhli4k2dft3a

Eikonal rendering

Ivo Ihrke, Gernot Ziegler, Art Tevs, Christian Theobalt, Marcus Magnor, Hans-Peter Seidel
2007 ACM Transactions on Graphics  
Based on this concept, we also propose an efficient light propagation technique using adaptive wavefront tracing.  ...  Abstract We present a new method for real-time rendering of sophisticated lighting effects in and around refractive objects.  ...  Acknowledgements We would like to thank Anders Sundstedt and Michael Schantin for help in scene modeling and GusGus for giving us permission to use their music in the video.  ... 
doi:10.1145/1276377.1276451 fatcat:dqngbeptqrg4xnyba63cbyzbjq

Fast global illumination for interactive volume visualization

Yubo Zhang, Kwan-Liu Ma
2013 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games - I3D '13  
Our method models light propagation, including both absorption and scattering, in a volume using a convectiondiffusion equation that can be solved numerically.  ...  The main advantage of such technique is that the light modeling and simulation can be separated, where we can use a unified partial-differential equation to model various illumination effects, and adopt  ...  Acknowledgements This research was sponsored in part by the U.S. National Science Foundation through grants OCI 0905008, OCI 0850566, and OCI 0749227, and also by the U.S.  ... 
doi:10.1145/2448196.2448205 dblp:conf/si3d/ZhangM13 fatcat:p3kkjtetmfaspah4fesazaueky

Computational wave optics library for C++: CWO++ library

Tomoyoshi Shimobaba, Jiantong Weng, Takahiro Sakurai, Naohisa Okada, Takashi Nishitsuji, Naoki Takada, Atsushi Shiraki, Nobuyuki Masuda, Tomoyoshi Ito
2012 Computer Physics Communications  
Diffraction calculations, such as the angular spectrum method, and Fresnel diffractions, are used for calculating scalar light propagation.  ...  However, this GWO library is not user-friendly, since it is based on C language and was also run only on a GPU.  ...  (a) original image (b) real part of the diffracted light (c) imaginary part of the diffracted light (d) amplitude of the diffracted light (e) phase of the diffracted light and (f) back propagation from  ... 
doi:10.1016/j.cpc.2011.12.027 fatcat:r7x4epjaszgltbtkkmtc4xinfi

Towards Advanced Volumetric Display of the Human Musculoskeletal System [article]

Marco Agus, Andrea Giachetti, Enrico Gobbetti, José Antonio Iglesias Guitián, Fabio Marton
2008 Smart Tools and Applications in Graphics  
Human anatomical data appear to moving viewers floating in the light field display space and can be interactively manipulated.  ...  Images can be presented on a special light field display based on projection technology.  ...  In the first one, for each projector view, the scene is rendered off-screen to a frame buffer object using the previously described light field geometry model.  ... 
doi:10.2312/localchapterevents/italchap/italianchapconf2008/021-025 dblp:conf/egItaly/AgusGGGM08 fatcat:n5lpaciyhfci5gixwvlln322lm

SOFI: A 3D simulator for the generation of underwater optical images

A-G. Allais, M-E. Bouhier, T. Edmond, M. Boffety, F. Galland, N. Maciol, S. Nicolas, M. Chami, K. Ebert
2011 OCEANS 2011 IEEE - Spain  
The objective is also to ensure real time or quasi real time performance so it takes advantage of the latest technologies, such as GPGPU, and relies on GPU programming under CUDA.  ...  The simulator architecture is flexible and relies on flow diagrams in order to allow the integration of various models for image generation which are based on the underwater optical phenomena.  ...  11, [19] [20] [21] [22] and no more on light propagation.  ... 
doi:10.1109/oceans-spain.2011.6003485 fatcat:pggy34xhxvhrrmiptvvcmktkqq

A bidirectional path tracing method for global illumination rendering on GPU

Simone Celestino, Giuliano Laccetti, Marco Lapegna, Diego Romano
2014 Applied Mathematical Sciences  
The method is based on Bidirectional Path Tracing in which we truncated path lenghts to improve GPU performance and introduced a number of Virtual Light Points to organize the Light Tracing pass.  ...  Results shows that a rendered image is accurate if confronted with the corresponding reference image, and it is sythetized at a reasonably interactive rate when the algorithm is implemented on a commodity  ...  Thanks to a growing availability of scientific computing programming tools on GPUs for the so-called GPU Computing, we decided to explore a different approach for rendering 3D scenes on GPU using global  ... 
doi:10.12988/ams.2014.49694 fatcat:h3k5ezavj5c6xlymmv5odm3lhq

Real-time colour hologram generation based on ray-sampling plane with multi-GPU acceleration

Hirochika Sato, Takashi Kakue, Yasuyuki Ichihashi, Yutaka Endo, Koki Wakunami, Ryutaro Oi, Kenji Yamamoto, Hirotaka Nakayama, Tomoyoshi Shimobaba, Tomoyoshi Ito
2018 Scientific Reports  
However, the rendering and hologram planes are in the same position, and the rendered image becomes blurred when the object is distant from the hologram plane.  ...  In addition, GPU memory buffer overflows is one of the technical difficulties in implementing the RS plane method onto a GPU.  ...  Acknowledgements This work was partially supported by JSPS Grant-in-Aid No. 25240015 and the Institute for Global Prominent Research, Chiba University.  ... 
doi:10.1038/s41598-018-19361-7 pmid:29367632 pmcid:PMC5784160 fatcat:qitk3gluxrbexpr6d5svtgehi4

Layered Surface Fluid Simulation for Surgical Training [chapter]

Louis Borgeat, Philippe Massicotte, Guillaume Poirier, Guy Godin
2011 Lecture Notes in Computer Science  
Our implementation allows for fast fluid propagation and accumulation over the entire scene, and runs on the GPU at a constant low cost that is independent of the amount of blood in the scene.  ...  The method combines a surface-based fluid simulation model with a multi-layer depth peeling representation to allow realistic yet efficient simulation of bleeding on complex surfaces undergoing geometry  ...  resolution texturing and lighting, smooth cast shadows, depth of field, lens distortion, and bleeding.  ... 
doi:10.1007/978-3-642-23623-5_41 fatcat:ge3ffaywyvapdj7p5jeuz6vhqe
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