9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Poster Session 3 Simulation.

Slides:



Advertisements
Similar presentations
ENV 2006 CS4.1 Envisioning Information: Case Study 4 Focus and Context for Volume Visualization.
Advertisements

Accelerating Real-Time Shading with Reverse Reprojection Caching Diego Nehab 1 Pedro V. Sander 2 Jason Lawrence 3 Natalya Tatarchuk 4 John R. Isidoro 4.
Real-Time Rendering 靜宜大學資工研究所 蔡奇偉副教授 2010©.
Sven Woop Computer Graphics Lab Saarland University
Computer graphics & visualization Global Illumination Effects.
Zhao Dong 1, Jan Kautz 2, Christian Theobalt 3 Hans-Peter Seidel 1 Interactive Global Illumination Using Implicit Visibility 1 MPI Informatik Germany 2.
Detail to attention: Exploiting Visual Tasks for Selective Rendering Kirsten Cater 1, Alan Chalmers 1 and Greg Ward 2 1 University of Bristol, UK 2 Anyhere.
Real-Time Rendering TEXTURING Lecture 02 Marina Gavrilova.
Scalability with many lights II (row-column sampling, visibity clustering) Miloš Hašan.
ATEC Procedural Animation Introduction to Procedural Methods in 3D Computer Animation Dr. Midori Kitagawa.
SURGICAL SIMULATIONS: IT’S ALL IN A GAME ! Gaming techniques for medical applications. V. Kotamraju, S. Payandeh, J. Dill Experimental Robotics Laboratory,
EFFICIENT RENDERING LARGE TERRAINS USING MULTIRESOLUTION MODELLING AND IMAGE PROCESSING TECHNIQUES Ömer Nebil YAVEROĞLU Department of Computer Engineering.
Real-Time Rendering Paper Presentation Imperfect Shadow Maps for Efficient Computation of Indirect Illumination T. Ritschel T. Grosch M. H. Kim H.-P. Seidel.
Rasterization and Ray Tracing in Real-Time Applications (Games) Andrew Graff.
(conventional Cartesian reference system)
3D Graphics Processor Architecture Victor Moya. PhD Project Research on architecture improvements for future Graphic Processor Units (GPUs). Research.
Final Gathering on GPU Toshiya Hachisuka University of Tokyo Introduction Producing global illumination image without any noise.
IN4151 Introduction 3D graphics 1 Introduction to 3D computer graphics part 2 Viewing pipeline Multi-processor implementation GPU architecture GPU algorithms.
Evolution of the Programmable Graphics Pipeline Patrick Cozzi University of Pennsylvania CIS Spring 2011.
1 Angel: Interactive Computer Graphics 4E © Addison-Wesley 2005 Models and Architectures Ed Angel Professor of Computer Science, Electrical and Computer.
GPU Graphics Processing Unit. Graphics Pipeline Scene Transformations Lighting & Shading ViewingTransformations Rasterization GPUs evolved as hardware.
RAY TRACING ON GPU By: Nitish Jain. Introduction Ray Tracing is one of the most researched fields in Computer Graphics A great technique to produce optical.
Ray Tracing Primer Ref: SIGGRAPH HyperGraphHyperGraph.
Ray Tracing and Photon Mapping on GPUs Tim PurcellStanford / NVIDIA.
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
Realtime Caustics using Distributed Photon Mapping Johannes Günther Ingo Wald * Philipp Slusallek Computer Graphics Group Saarland University ( * now at.
Interactive Rendering of Meso-structure Surface Details using Semi-transparent 3D Textures Vision, Modeling, Visualization Erlangen, Germany November 16-18,
Sebastian Enrique Columbia University Real-Time Rendering Using CUReT BRDF Materials with Zernike Polynomials CS Topics.
Interactive Time-Dependent Tone Mapping Using Programmable Graphics Hardware Nolan GoodnightGreg HumphreysCliff WoolleyRui Wang University of Virginia.
Cg Programming Mapping Computational Concepts to GPUs.
CSC 461: Lecture 3 1 CSC461 Lecture 3: Models and Architectures  Objectives –Learn the basic design of a graphics system –Introduce pipeline architecture.
9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November , 2004 Stanford (California), USA Poster Session 4 Geometry Processing.
Adaptively Sampled Distance Fields Representing Shape for Computer Graphics Ronald N. Perry and Sarah F. Frisken Mitsubishi Electric Research Laboratories.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
1 Shadows (2) ©Anthony Steed Overview n Shadows – Umbra Recap n Penumbra Analytical v. Sampling n Analytical Aspect graphs Discontinuity meshing.
Interactive Information Visualization of a Million Items
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Interactive Visualization of Exceptionally Complex Industrial CAD Datasets Andreas Dietrich Ingo Wald Philipp Slusallek Computer Graphics Group Saarland.
1Computer Graphics Lecture 4 - Models and Architectures John Shearer Culture Lab – space 2
Tone Mapping on GPUs Cliff Woolley University of Virginia Slides courtesy Nolan Goodnight.
1 Real-time visualization of large detailed volumes on GPU Cyril Crassin, Fabrice Neyret, Sylvain Lefebvre INRIA Rhône-Alpes / Grenoble Universities Interactive.
Saarland University, Germany B-KD Trees for Hardware Accelerated Ray Tracing of Dynamic Scenes Sven Woop Gerd Marmitt Philipp Slusallek.
SIGGRAPH 2011 ASIA Preview Seminar Rendering: Accuracy and Efficiency Shinichi Yamashita Triaxis Co.,Ltd.
Hardware-accelerated Rendering of Antialiased Shadows With Shadow Maps Stefan Brabec and Hans-Peter Seidel Max-Planck-Institut für Informatik Saarbrücken,
1 Perception and VR MONT 104S, Fall 2008 Lecture 21 More Graphics for VR.
Parallel Ray Tracer Computer Systems Lab Presentation Stuart Maier.
- Laboratoire d'InfoRmatique en Image et Systèmes d'information
Ray Tracing Animated Scenes using Motion Decomposition Johannes Günther, Heiko Friedrich, Ingo Wald, Hans-Peter Seidel, and Philipp Slusallek.
INFORMATIK An Efficient Spatio-Temporal Architecture for Animation Rendering Vlastimil Havran, Cyrille Damez, Karol Myszkowski, and Hans-Peter Seidel Max-Planck-Institut.
Havok FX Physics on NVIDIA GPUs. Copyright © NVIDIA Corporation 2004 What is Effects Physics? Physics-based effects on a massive scale 10,000s of objects.
Real-Time Relief Mapping on Arbitrary Polygonal Surfaces Fabio Policarpo Manuel M. Oliveira Joao L. D. Comba.
VLF Rendering & Implementation Details Virtual Light Field Group University College London GR/R13685/01 Research funded by: Jesper.
Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Discontinuous Displacement Mapping for Volume Graphics.
CSCI 440.  So far we have learned how to  build shapes  create movement  change views  add simple lights  But, our objects still look very cartoonish.
From Turing Machine to Global Illumination Chun-Fa Chang National Taiwan Normal University.
COMPUTER GRAPHICS CS 482 – FALL 2015 SEPTEMBER 29, 2015 RENDERING RASTERIZATION RAY CASTING PROGRAMMABLE SHADERS.
Ray Tracing using Programmable Graphics Hardware
Radiance Cache Splatting: A GPU-Friendly Global Illumination Algorithm P. Gautron J. Křivánek K. Bouatouch S. Pattanaik.
- Introduction - Graphics Pipeline
Graphics Processing Unit
From Turing Machine to Global Illumination
The Graphics Rendering Pipeline
CS451Real-time Rendering Pipeline
Interactive Computer Graphics
Ray-Cast Rendering in VTK-m
© University of Wisconsin, CS559 Fall 2004
Introduction to Computer Graphics with WebGL
Static Image Filtering on Commodity Graphics Processors
Graphics Processing Unit
Introduction to spagetti and meatballs
Presentation transcript:

9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November , 2004 Stanford (California), USA Poster Session 3 Simulation and Rendering

Arno Zinke, Gerrit Sobotka, Andreas Weber 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November , 2004 Stanford (California), USA Photo Realistic Rendering Of Blond Hair Institute of Computer Science II, University of Bonn, Germany

Photo Realistic Rendering Of Blond Hair indirect illumination close ups hair-hair scattering “near field“ scattering model for light from hair fibers generalization of Marschner et al (“far field” model) foto near field far field & complex lighting far field model front light back light near field model

Nils Thürey, Ulrich Rüde 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November , 2004 Stanford (California), USA Free Surface Lattice- Boltzmann fluid simulations with and without level sets University of Erlangen, LSS

Free Surface Fluid Simulations Lattice-Boltzmann methods for free surfaces Comparison of two surface tracking algorithms Visualization results (movies!)

Veronica Sundstedt Alan Chalmers, Kirsten Cater, Kurt Debattista 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November , 2004 Stanford (California), USA Top-Down Visual Attention for Efficient Rendering of Task Related Scenes Department of Computer Science University of Bristol, UK

Top-Down Visual... People fail to notice quality degradations in images when performing a visual task We exploit this in a perception-based selective rendering framework 14.5 min 3 min

9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November , 2004 Stanford (California), USA Reducing State Changes with a Pipeline Buffer Jens Krokowski, Christian Sohler University of Paderborn Germany Matthias Westermann Dortmund University Germany Harald Räcke Carnegie Mellon University USA

Reducing State Changes with a Pipeline Buffer Problem: state sorting vs. spatial sorting Our new method: –Application can use any sorting –Online state sorting during rendering Main results: –Reduces # state changes significantly –Improves the rendering time ~30% –Achieves almost the same rendering time as a presorted sequence

S. Kimmerle, M. Wacker, C. Holzer 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November , 2004 Stanford (California), USA Multilayered Wrinkle Textures from Strain WSI/GRIS University Tübingen

Multilayered Wrinkle Textures from Strain Enrich simulated garments with textures to get finer details Based on strain deformation tensor Procedurally generated Blend different textures depending on strain directions Apply textures by bump and displacement mapping Much faster than simulation of high-resolution meshes Physical plausible results

Ugo Erra, Rosario De Chiara, Vittorio Scarano, Maurizio Tatafiore 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November , 2004 Stanford (California), USA Massive Simulation using GPU of a distributed behavioral model of a flock with obstacle avoidance ISIS Lab. Dipartimento di Informatica ed Applicazioni “R.Capocelli” Università di Salerno

Massive Simulation using GPU of a distributed behavioral model of a flock with obstacle avoidance Goals –Map a behavioral model of a flock on GPU to manage efficiently large aggregate motion of “birdoids”(flock of birds, herd of land animals, bank of fishes). –Use graphic device extensions for obstacle avoidance of the flock. Tools –Birdoids are managed as pixels of rectangular texture. –3D texture and hardware interpolation are used as look-up tables to manage vector fields. –Pixel shaders use the behavioral model to update the position of birdoids. Results –GPU boosted simulation scales well on increasing number of boids –On GeForce FX 5800(average FPS) 32 birdoids FPS 4096 birdoids - 30 FPS birdoids - 8 FPS

N. Fritz, Ph. Lucas, Ph. Slusallek 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November , 2004 Stanford (California), USA CGiS, a new Language for Data- Parallel GPU Programming Saarland University

CGiS, a new Language for Data-Parallel GPU Programming Trend: GPGPU Problem: Abstraction from hardware Main obstacle: Multiple domains Solution: CGiS –Unified language –Abstract –Robust –Portable Feedback from (potential) users wanted

Kirill Dmitriev and Hans-Peter Seidel 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November , 2004 Stanford (California), USA Progressive Path Tracing with Lightweight Local Error Estimation Max-Planck-Institut für Informatik, Saarbrücken (Germany)

Lightweight error estimation Split all samples to two equal halves A and B Estimate accuracy for 4x4 pixels tile i as: Reference imageEstimated errorNumber of samples

Manfred Ernst Christian Vogelgsang Günther Greiner 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November , 2004 Stanford (California), USA Stack Implementation on Programmable Graphics Hardware Universität Erlangen-Nürnberg Lehrstuhl für Graphische Datenverarbeitung

Stack Implementation on Programmable Graphics Hardware Essential for hierarchical data structures Stacks are stored in textures Push and pop with fragment programs Multiple stacks GPU ray tracing using Kd-trees

Martin Sunkel, Jan Kautz, H.-P. Seidel 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November , 2004 Stanford (California), USA Rendering and Simulation of Liquid Foams Max Planck Institute for Computer Science

Rendering and Simulation of Liquid Foams Two-stages: Physics on CPU –Sphere interaction –Intersection planes Geometry computation on GPU –Project intersecting vertices to planes

Marco Winter 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November , 2004 Stanford (California), USA Depth-Buffer based Navigation University of Erlangen-Nuremberg

Depth-Buffer based Navigation Navigation system for avatars Collision handling solely based on depth-buffer analysis Fast, intuitive