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

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Presentation on theme: "9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Poster Session 3 Simulation."— Presentation transcript:

1 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Poster Session 3 Simulation and Rendering

2 Arno Zinke, Gerrit Sobotka, Andreas Weber 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Photo Realistic Rendering Of Blond Hair Institute of Computer Science II, University of Bonn, Germany

3 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. 2003 (“far field” model) foto near field far field & complex lighting far field model front light back light near field model

4 Nils Thürey, Ulrich Rüde 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Free Surface Lattice- Boltzmann fluid simulations with and without level sets University of Erlangen, LSS

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

6 Veronica Sundstedt Alan Chalmers, Kirsten Cater, Kurt Debattista 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Top-Down Visual Attention for Efficient Rendering of Task Related Scenes Department of Computer Science University of Bristol, UK

7 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

8 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 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

9 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

10 S. Kimmerle, M. Wacker, C. Holzer 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Multilayered Wrinkle Textures from Strain WSI/GRIS University Tübingen

11 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

12 Ugo Erra, Rosario De Chiara, Vittorio Scarano, Maurizio Tatafiore 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 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

13 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 - 115 FPS 4096 birdoids - 30 FPS 16384 birdoids - 8 FPS

14 N. Fritz, Ph. Lucas, Ph. Slusallek 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA CGiS, a new Language for Data- Parallel GPU Programming Saarland University

15 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

16 Kirill Dmitriev and Hans-Peter Seidel 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Progressive Path Tracing with Lightweight Local Error Estimation Max-Planck-Institut für Informatik, Saarbrücken (Germany)

17 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

18 Manfred Ernst Christian Vogelgsang Günther Greiner 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Stack Implementation on Programmable Graphics Hardware Universität Erlangen-Nürnberg Lehrstuhl für Graphische Datenverarbeitung

19 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

20 Martin Sunkel, Jan Kautz, H.-P. Seidel 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Rendering and Simulation of Liquid Foams Max Planck Institute for Computer Science

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

22 Marco Winter 9th International Fall Workshop VISION, MODELING, AND VISUALIZATION 2004 November 16 - 18, 2004 Stanford (California), USA Depth-Buffer based Navigation University of Erlangen-Nuremberg

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


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